Widely considered to be the worst character in the game, he is handicapped in several regards and has some of the worst and most lopsided matchups in the game.
As an Anakaris player having a "play to learn", "an ability to learn from losses", and "ability to read and adapt to players habits" are the most important mentalities to have when approaching this character.
First and foremost, you need to be aware that he has a few character design flaws that you will need to be able to work around. They are as follows:
- Anakaris can not perform a normal grounded throw or an air throw (Anakaris is allowed to perform a tech throws).
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- Anakaris is unable to perform the "pushblock mechanic" which is universal to the entire cast except for him (arguably his must exploitable flaw).
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- Anakaris has one of the worst Guard Cancels in the game that is punishable on hit to normal throws and cost meter to use.
<br>
- His command throw is atypical from the rest of the cast and is generally only useful when used with meter.
<br>
- He is a tall standing and crouching character which allows other characters to perform extended pressure sequences on him.
Anakaris' offensive capabilities are actually pretty good as he has a great high/low game with pyramid dives being an overhead and can also do a decent strike throw game with meter. He also has good normals that are helpful with out poking the majority of the cast and defending himself from most jumpin attacks.
Defense is where he struggles the most. Mastery of movement, offensive tools, and matchup knowledge are your only means of survival with this character.
<hr>
{|
|-style="text-align:left;"
! His Strengths !! His Weaknesses
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
*Great High/Low game
*Divekicks are overheads, which gives him access to a cryptic offense that is hard for the opponent to understand.
*Good normals that allow him to outpoke the majority of the cast.
*Has a triple jump
*Normals also serve as good defensive tools for things like AA.
*Decent strike/throw game, provided he has meter
*Can curse opponents to make them helpless for a period of time. Covers a lot of space too.
*Can backdash to the other side of the screen to escape potential bad situations
| style="width: 50%;"|
*Unable to pushblock (By far his biggest issue)
*Unable to GC without meter. It is also throw punishable on hit.
*Unable to do normal throw
*He is huge and has huge hurtboxes, so he is suceptible to shenanigans
*His command throw can be crouched by the entire cast (This is not the case for the ES version)
*Curse is a slow projectile, so realistically, curse is there to buy you time, so you can plan your next action instead of actually cursing the opponent.
*Horrible Dark Force that has no mixup potential at all
*Matchups are very lopsided and he has no winning MUs at all
The 12th Pharaoh of a great Egyptian empire. He became Pharaoh at the age of 12. Foreseeing his revival, he had a pyramid and a sanctum created for his return. Five thousand years later, he was brought back to life by a supernatural force when Pyron invaded Earth. After the battle, he traveled five thousand years back in time to fight and defeat the invaders of his empire.
Once his kingdom was saved, he heard a voice from the far future. He traveled to the present time and entered the Majigen (a realm created by Jedah). While fighting there, he learned that the destruction of his kingdom was unavoidable. In order to protect it, he then returned to his kingdom and took his people to another realm so that they may be free from the dark wars of Earth.
Anakaris (アナカリス), The Mummy. Widely considered to be the worst character in the game, he is handicapped in several regards and has some of the worst and most lopsided matchups in the game. As an Anakaris player having a "play to learn", "an ability to learn from losses", and "ability to read and adapt to players habits" are the most important mentalities to have when approaching this character.First and foremost, you need to be aware that he has a few character design flaws that you will need to be able to work around. They are as follows:
- Anakaris can not perform a normal grounded throw or an air throw (Anakaris is allowed to perform a tech throws).
- Anakaris is unable to perform the "pushblock mechanic" which is universal to the entire cast except for him (arguably his must exploitable flaw).
- Anakaris has one of the worst Guard Cancels in the game that is punishable on hit to normal throws and cost meter to use.
- His command throw is atypical from the rest of the cast and is generally only useful when used with meter.
- He is a tall standing and crouching character which allows other characters to perform extended pressure sequences on him.
Anakaris offensive capabilities are actually pretty good as he has a great high/low game with pyramid dives being an overhead and can also do a decent strike throw game with meter. He also has good normals that are helpful with out poking the majority of the cast and defending himself from most jumpin attacks. Defense is where he struggles the most. Mastery of movement, offensive tools, and matchup knowledge are your only means of survival with this character.
Gameplay
Strengths
Weaknesses
Great High/Low game
Divekicks are overheads, which gives him access to a cryptic offense that is hard for the opponent to understand.
Good normals that allow him to outpoke the majority of the cast.
Has a triple jump
Normals also serve as good defensive tools for things like AA.
Decent strike/throw game, provided he has meter
Can curse opponents to make them helpless for a period of time. Covers a lot of space too.
Can backdash to the other side of the screen to escape potential bad situations
Unable to pushblock (By far his biggest issue)
Unable to GC without meter. It is also throw punishable on hit.
Unable to do normal throw
He is huge and has huge hurtboxes, so he is suceptible to shenanigans
His command throw can be crouched by the entire cast (This is not the case for the ES version)
Curse is a slow projectile, so realistically, curse is there to buy you time, so you can plan your next action instead of actually cursing the opponent.
Horrible Dark Force that has no mixup potential at all
Matchups are very lopsided and he has no winning MUs at all
Walk: Walk Forward Pixel Distance (2.25 pixels) / Walk Backwards Pixel Distance (1.2 pixels)
This is by far the slowest walk in the game which is by no means a bad thing. You will use the walk to slowly get in to positions so that dash attacks, pokes, pyramid dives, and 5LPxx236+PP command throw become a threat; or to slowly position yourself to anti air with 2MP, 5MP, 5HP. 5HK, 2HP, or 46+P. It is especially good when you are doing strings that are longer then 3-4 hits (character dependent), as you can make stuff whiff with the slight walk back.
Essentially, you will mostly be using the dash and dive pyramids as that is your main tool to get in, but do not neglect the walk. At higher levels they will expect you to dash, jump, and dive pyramid spam which causes you to become predictable and you will get punished. By doing a less common movement option you can increase the chances of your more powerful tools to work. Players do not usually look to punish stuff that is considered to be a non-threat and this walk is one of the non-threats in your arsenal.
Dash: A good ground dash that allows him to select any normal including ground normals. Anak is one of the few characters that can use any normal in a dash so make good use of it. Anything such as dash lp, lk, 2nd hit 5MP, crouching lp, and crouching lk will yield frame advantage and should be abused.
Dashing hp, mp, crouching hp, and crouching mp are your go to AA's while dashing. Dashing sweep is also a solid pick for a quick knockdown to startup you offense.
Their is a hidden weakness to this dash as it has recovery frames off of a whiff dashing attack. You can see it if you do a dashing low as your character will stand up a couple of frames before you are allowed to block again. Make sure that the opponent does not have an attack out during the frames of recovery or you will be punished.
Jump: Even more floaty than Dhalsim's. He also comes equipped with multiple Double Jumps and air moves that halt his movement allowing him to stay airborne for quite a long time. Though this may be in his favor since he has quite an array of bizarre air moves, some of which come from the ground even while he's in the air.
Float: By hitting up you are put into float state. You are allowed to use any air normal and air special move. Their are two tiers that anak can float around in. Being in float state is the same as being in air state which means that you can't block ground normals at all.
Normal Moves
Standing Normals
5LP
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Meter (Whiff/Block/Hit)
5
9
Rapid
Both
5
3
8
+8
+7
0 / 3 / 6
5LP has a 5 frame startup. 5LP has an
active frame window for about 3 frames
starting with the first frame (frame 5) and is
safe on hit (+8) and block (+7) with an 8
frame recovery window.
5LP has a very good hitbox that goes very far in front
of Anakaris. This allows Anakaris to tag people
outside or inside sweep range with ease. This
normal is also very good at catching
characters out of their jumps startup, so long
as the jump doesn't go over 5LP hitbox past
frame 6.
Strengths
Weaknesses
Sets up ground non-dash pressure blockstings.
Sets up dash pressure strings.
Sets up delayed blockstrings.
Sets up pyramid Dive pressure.
Sets up command grab attempts.
Sets up portal.
Tiger knee curse setup.
Empty jump guard break attempt or blocked air to air dive pyramid.
Tick coffin drop setups.
Hitconfirm into links or chains into knockdown or pressure if blocked.
Frame Trap setups are easy off of this normal. Can frame trap into any normal including itself.
Decent recovery.
Can have more frame advantage if you can aim it has a meaty.
The weaknesses to this normal comes from characters whom can duck under this normal (Q-Bee).
Normals/Special moves that hit him due to being out of range (this is a hitbox issue. KNOW YOUR RANGES!!!).
The normal losing by virtue of speed (the speed a characters normals/special must be 4 frames or below).
Air Normals punching the top 5LP hitbox (jump attacks usually).
Bad trades (like if your frames were to collide with a knock down attack or a dragon punch/invulnerable moves. (Dragon Punches for the most part, have very little invulnerability frames in this game though).
Hurt box grows super huge when you do this normal making him easier to punish. Make sure when you do this normal that is going to hit!
5MP
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Meter (Whiff/Block/Hit)
8
18
No
Both
6
2,3
18
+3 (-2 if first hitbox hits standing)
+2 (-3 if first hitbox hits standing)
3 / 9 / 15
5MP has a 6 frame startup and has
two distinct active frames with very different
hitboxes (though the normal can not actually
hit twice).
The first normal starts off on
frame 6 and last for 1 more frame which makes
it active for 2 frames. The second part of the
normal activates on the 8th frame and stays
out for 2 more frames making it have a 3 frame
active window.
If Anakaris hits while his hand is over his
head, it is unsafe on hit (-2) and
block (-3), but on the ground this can only
happen against a standing Anakaris, Jedah or
Victor at point blank range.
If Anakaris hits with his fully-extended arm,
the frame data changes to 8 frame startup
(counting the 2 frames of the first hitbox as
startup frames) hit (+3) block (+2). This can
come in handy for setting up frame traps.
5MP's first active hitbox is really
high, making it good for anti air. This normal
can be used to catch point blank back jumps
and jumps attempts that try to go on top of
Anakaris.
However, if they are too far away it will cause
a whiff since the first active hitbox has very
little horizontal range and the second hitbox
is not high enough to tag a jump-in. 5MP carries an
18 frame recovery window making it very whiff
punishable.
Q-Bee, Lilith, and Morrigan can duck under
this normal. Other characters can get under
the normal with certain moves as well (example
Raptor 2HK).
Strengths
Weaknesses
Pretty good anti air in its first animation. Decent poke on the second.
Guard Break after the opponent blocks air down forward pyramid.
Tick off of the second part of this normal with a command grab or high low game.
Hitconfirm off of this normal into chain for a knockdown.
Frame Traps are possible off of the second part of this normal due to advantage gained by the second part of the normal.
After hitting an aerial opponent chain into sweep for more meter.
Works real good as a preemptive AA after being tick off of a 5LP for an easy frame trap. (do this one off of short frame traps 2-3 hits)
Hitbox is kinda iffy at beating some jumping normals.
It is much easier to AA jumping normals starting from half screen range to point blank. Normals past that range become hard to beat cause of the hitbox short vertical range.
Some characters can duck under the normal. (Q-Bee, Lilith, and Morrigan).
Normals/Special moves beating it by virtue of speed.
Bad trades happen frequently due to the first hurtbox.
Decently long recovery period.
5HP
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Meter (Whiff/Block/Hit)
9
22
No
Both
11
4,7
21
-3
-4
6 / 15 / 24
5HP has an 11 frame startup has two
different parts as a normal. First part starts
at frame 11 and is active for 3 more frames
making it 4 frames. Second part starts at
frame 15 and last for 6 more frames making it
have a 7 frame active window. this normal is
unsafe on hit (-3) and block (-4) and has a
very long recovery period at 21 frames.
5HP has a very long horizontal range, which
make this a very good tool for poking.
You can use 5LP and 5MP to setup a frame trap
to catch jumpers with this normal.
Do not worry about the stand alone frame data
as chains combos exiist in this game and you can
make this normal safer with a 5HK as to use
the last normal in the magic series to push
the opponent away. This normal also suffers
the same weakness as the other high normals as
even more characters can duck this normal,
here is the list: Lei Lei, Bulleta, Gallon, Q-Bee, Morrigan, and Lilith
Strengths
Weaknesses
Very Good Poke.
Can snipe people out of preemptive jump frames.
Good after 5LP to hit people with counter hit frame trap setups.
Very long active frame period that allows you to tag people if they stand up.
Easy to hit confirm it off a meaty if it hits into sweep.
Slow normal.
Can be ducked by a lot of the cast.
If they get over the normal you become a big target.
Have to make it safe with magic series which can be countered by guard cancel.
Long recovery period.
Stupid big hurtbox on whiff.
5LK
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Meter (Whiff/Block/Hit)
5
9
Yes/Rapid
Both
5
3
8
+8
+7
0 / 3 / 6
5LK has the exact same frame data
as 5LP with a 5 frame startup and has a 3
frame active window with an 8 frame recovery.
5LK is completely safe on hit (+7) and block
(+8). It has a decent horizontal range not as
much as 5LP or 2LK but it will suffice for
what it does.
This normal will mostly be used the same
way as 5LP but for characters who can duck
under you standing punch normals its godsend.
This normal has a lower body hitbox, so it
will only be used to hit characters whom are
grounded, as this normal will never cut it as
an anti air.
This normal is very good for setting up frame
traps, just like the 5LP (such as 5LK delay
5HP to hit a jumper). It can also set up all
the same, "games", I have put down in the 5LP
section as well. This will be your replacement
normal for any character that can duck under
your highs with ease.
Strengths
Weaknesses
Unduckable normal.
sets up everything that 5LP can do except AA and air guard breaks.
Decent recovery.
Same startup as 5LP.
Hardly any range on it.
Never a threat as an AA.
If out of range loses to many standing normals.
5MK
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Meter (Whiff/Block/Hit)
9
19
No
Both
7
4
24
-3
-4
3 / 9 /15
5MK has a 7 frame startup and has a
4 frame active window with a 24 frame
recovery. 5MK is both unsafe on hit
(-3) and block (-4).
5MK has a pretty good horizontal range that
is just slightly below the range of the
2LP.
This normal hitbox is designed to hit normals
that are low for the most part (although some
slides can get through). If the opponents
normal is anywhere near the hitbox of 5MK, it
will either trade or beat it depending on the
speed of the normal. This normal will also
replace your 5MP if the character can duck
under most of your normals.
As with other unsafe normals you can make this
one slightly safer by chaining into 2HK.
Strengths
Weaknesses
Unduckable normal (with some exceptions).
Pretty good on meaty setups.
Good range
Can beat some lows
Decent startup.
Pretty good meaty move.
When not used on frame traps the startup can be troublesome to mashed out normals.
Loses to normals that get above it a lot.
Unsafe by itself so you must cancel it on hit or block if you want.
Bad recovery.
5HK
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Meter (Whiff/Block/Hit)
10
25
No
All (Air Blockable)
11
6
24 (First part) 13 (Second part starting Frame 41)
-12
-13
6 / 15 / 24
5HK has an 11 frame startup with a
6 frame active window. This normal has 2
phases of recovery the first one last 24
frames going over lows. The second phase
starts on frame 41 and last 13 frames you are
grounded during this phase and punishable. 5HK is unsafe on hit (-12) and block (-13).
This normal can also be done as a command
normal (4+HK or 6+HK to move it left or right)
this is done so that you can aim it to hit the
edge of normals while poking.
5HK goes over lows however, most of the cast
can duck under this normal (only Bishamon,
Victor, and Anakaris cannot duck under the
normal) making this normal pretty hard to use
effectively. Their are some normals such as
Sasquatch 2HK that you can go over and still
hit him.
Also the stand alone frame data does matter
for this normal, as you do not have any more
normals to chain into due to this being the
final normal in the magic series. This move is
considered to be in the air so it is always
air blockable.
Strengths
Weaknesses
Can go over some lows.
Moves from front to back as a command normal.
Nothing to cancel into.
Highly unsafe on hit and block.
Horrible normal in all regards.
Two phases of recovery.
The recovery period is way to long.
Super unsafe normal.
Crouching Normals
2LP
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Renda Bonus
Meter (Whiff/Block/Hit)
5
9
Rapid
Both
5
3
9
+7
+6
?
0 / 3 / 6
2LP has a 5 frame startup and has
a 3 frame active window with an 9 frame
recovery. 2LP is safe on hit (+7) and block
(+6).
This normal has slightly less range and
similar start up as the 2LP. This
normal is used very similarly to 2LP
except that this normal is unduckable.
Strengths
Weaknesses
Guard breaking lower to the ground jump in attempts after an opponent blocks a down forward dive pyramid.
Using it while dashing to get much closer in range to do frame traps with other normals while on block.
Getting the attack to whiff during pressure strings to check and see if they are moving around to mount a high/low/command grab game.
Comboing off of the dashing version of this normal (hitconfirm).
Lowering your hitbox in an attempt to dash under normals.
Okay at stuffing IAD's as a last ditch effort if they get that low to the ground.
Not much range.
Their is a frame when you dash and do a normal where you will automatically stand up for a few frames. If you do not time a crouching normal to go under a jump in correctly you will get hit.
2MP
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Meter (Whiff/Block/Hit)
4,3 + 2,2
11,9 + 7,6
No
Both
5 (first part) 6 (second part)
6 (first part) 6 (second part)
25
-10
-11
3 / 6+3 / 9+6
2MP has a 5 frame startup with
two different hitboxes. First part is active
at frame 5 and has a 6 frame startup. The
second part starts at frame 11 and has a 6
frame active window.
2MP is unsafe on both hit (-10) and block (-
11).
This normal is unsafe but thanks to chains you
still have options to make yourself safe. If
this normal is blocked do the rest of your
magic series to in attempt to create some
distance from your opponent.
The first part of the normal is designed to
hit most duckers and after apex jump ins
The second part is designed to hit players at
the apex of their jump and loses to lows for
free.
This will be one of your go to anti air
normals for players jumping from full screen
to mid range.
After hitting this normal as an anti air chain
into 2HK so you build some meter and reduce
the recover of the normal a bit.
On hit go for knockdown to startup your oki
game.
Strengths
Weaknesses
Pretty good AA from full to half screen range.
Good as a preemptive AA to counter jump startup.
When this hits on the ground you can go for knockdown via magic series.
Good at stuffing low to the ground IAD's.
First part is decent at hitting ducking opponents.
Second part beats jumps at their apex.
If they get through the normal you will be free to punish.
This move gets stuffed by low normals.
This move is unsafe on hit or block so you must use magic series to make it safe.
2HP
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Meter (Whiff/Block/Hit)
9
22
No
Both
7
21
32
KND (Frames 7-10) RST (Frames 11-21)
-29
6 / 15 / 24
2HP has a 7 frame startup and has
a huge active frame window at 21 the recovery
is massive at 32 frames. its a 3 part normal
but you will only be concerned about frame 7-
10 because that is the one that knocks down.
2HP is unsafe on block (-29). This normal
does not have frame data on hit because it is
a knockdown attack.
Just like with other normals that are unsafe
chain a sweep on block to create some distance
from the opponent.
This is your anti air for opponents jumping
from mid screen to close range as the hitbox
is designed to AA vertically. This move has
three different hitboxes when it starts up
that is the knockdown portion.
(This will be what you are aiming for.)
The other two AA higher but you earn a shitty reset for your
effort so I recommend chaining into 2HK
every time to avoid getting punished if it
turns into a reset.
Strengths
Weaknesses
First hitbox of this move causes knockdown on hit.
Very good vertical AA.
Decent at stuffing low to the ground IADs.
Only hits vertically so if you miss are going to get hit for free.
Second and third hitboxes on this normal are kinda meh causing a reset if they hit cancel into sweep.
Normal is unsafe on block so as a last ditch effort you need to cancel into crouching roundhouse to try to push them away.
Loses to sweeps if out of range on the first box. Second and third lose to a lot of normals.
2LK
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Meter (Whiff/Block/Hit)
5
9
Yes/Rapid
Low
6
3
11
+8
+7
0 / 3 / 6
2LK has a 6 frame startup with a
3 frame active window with an 11 frame
recovery and is safe on both hit (+8) and
block (+7).
This normal is your go to low attack with lots
of frame advantage to ride on for your frame
trap needs.
It has way longer range then 2LP and
will be one of the keys to your high/low/throw
mixup game. This normal does everything that
5LP, 5LK, and 2LP do except for the anti
air and guard break stuff.
Strengths
Weaknesses
Same as 5LP except for guard break and AA.
Lower body hitbox.
Loses to moves with good horizontal range.
Loses to IAD normals and jump ins clean.
Trip guard does not exist in any form in this game so you are committing to low if the person does an air normal it will not hit them when they land.
So-so recovery.
2MK
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Meter (Whiff/Block/Hit)
7
16
No
Low
13
3
20
+1
0
3 / 9 / 15
2MK has a 13 frame startup with a
3 frame active window and a 20 frame recovery.
2MK is safe on hit (+1) however this leaves
you neutral on block (0).
This is your long range low since it leaves
you at neutral their is not to much utility to
this move other then that its a low and you
can chain into magic series to cause
knockdown. I guess if you can get away with it
you can use it to tick into command grab.
I need to look into this normal a little more
cause I honestly hardly use it.
Strengths
Weaknesses
Long range low.
Can use it to pester the opponent.
Chain into magic series to cause knockdown.
Very slow.
Easy to IAD it on reaction
No frame advantage to ride on.
Long recovery.
Not enough active frames to warrant how slow it is.
2HK
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Meter (Whiff/Block/Hit)
8
19
No
Low
13
4
25
KND
-1
6 / 15 / 24
2HK has a 13 frame startup with a
4 frame active window and has a 25 frame
recovery.
2HK has no frame advantage on hit because its
a sweep and is also unsafe on block at (-1).
Pretty long range sweep and is your go to
normal for magic series and for gaining quick
knockdowns off of hitconfirmed jabs. This
normal is utilized to make many of your anti
airs safe. This normal is okay to do raw as to
gain a trade or to do attempted low into
knockdown.
Strengths
Weaknesses
Really long range sweep.
Low that knocksdown on hit.
Useful cancel to your AA normals to make them much more safe.
Good normal to chain into on block to push them away.
Good normal to chain into on hit to gain a knockdown on hitconfirm.
One of the main key normals to setting up your oki game.
Same weaknesses as 2MK except for the ability to chain into something.
Final move to chain into so beware of guard cancel.
Loses to crouching punch normals a lot out of range.
Long recovery.
Long startup.
Jumping Normals
j.LP
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Meter (Whiff/Block/Hit)
4
10
No
High
7
3
20
Variable
Variable
0 / 3 / 6
j.LP has a 7 frame startup with a
3 frame active window and a 20 frame recovery.
Frame advantage is dependent on how low you
hit them to the ground so if you hit them to
high when the opponent is on the ground you
will be at a disadvantage and they can hit
you.
This normal is normally used for air to air
combat or chicken guarding. This is the only
normal to protect you from close jumpins
however, if it gets chicken blocked expect to
be hit.
If you manage to jump in and get him low
enough you can combo off of this normal. You
can also repeat it multiple times in the air
and switch between normals as well.
Strengths:
Decent air to air normal.
Good on chicken block.
Can combo if hit low enough.
Repeatable in the air.
Weaknesses:
Easy to chicken guard and punish.
Loses to a lot of air to air normals.
Slow so can be air thrown a lot.
Hardly any active frames.
Crappy recovery for a lp in the air.
Really slow startup for a lp in the air.
j.MP
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Meter (Whiff/Block/Hit)
9
19
No
High
9
4
13
Variable
Variable
6 / 15 /24
j.MP has a 9 frame startup with a
4 frame active window and a 13 frame recovery.
Just like j.LP its frame data is dependent on
where it hits because of it being a jumping
normal.
Very good air to air poke with good range to
boot. Had decent speed and is annoying to get
around. This is his most spammed air normal
by far. Its kinda hard to get the timing to
combo this normal but it is possible if you
hit them low enough.
Strengths:
Great range air to air normal.
Much harder to chicken guard.
Decent damage.
Good for zoning.
Nice startup on the normal.
Decent amount of active frames.
Best recovery out of the air normals.
Weaknesses:
Loses to some air to air normals
Loses if someone gets under the normal.
Really hard to combo off of.
j.HP
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Meter (Whiff/Block/Hit)
10
24
No
High
10
6
23
Variable
Variable
6 / 15 / 24
j.HP has a 10 frame startup with a
6 frame active window and a 23 frame recovery.
This normal is more useful as an air to ground
normal. Its actually pretty decent at stuffing
opponents trying to dash in while you are in
the air. This normal has a decent amount of
frame advantage when it hits so it is probably
the easiest of the three punch air normals to
combo into.
Strengths:
Good air to ground normal.
Good at stuffing dashes.
Easiest normal to combo off of out of the 3 punch normals in the air.
Decent startup.
Decent amount of active frames.
Weaknesses:
Losess to air to air game pretty easily.
Slow startup.
Crappy recovery.
Hit box on recovery is super low and easy to antiair.
j.LK
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Meter (Whiff/Block/Hit)
5
11
No
All (Air Blockable)
19
3
17
Variable
Variable
0 / 3 / 6
J.LK has a 19 frame startup with a
3 frame active window and a 17 frame recovery.
This normal is very slow so normally it is not recommended
to be used. However, it is very good if you can sneak it
in when you are descending from a jump
Strengths:
Hits grounded opponents.
Decent to use as a delay jumping attack when descending from a jump.
Weaknesses:
So slow that the opponent can jump and hit you out of the air before the move comes out.
Dan be hit before startup due to the hurtbox being so large.
Long startup for a lk in the air.
A lot of characters can duck under this normal.
Loses air to air for free.
j.MK
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Meter (Whiff/Block/Hit)
5+4
10+9
No
All (Air Blockable)
7
8 (Start Frame 7) 6 (Start Frame 19)
3 (Gap after first active hitbox) 14 (move completion)
Variable
Variable
3 / 6+3 / 9+6
j.MK has a 7 frame startup with 3
parts. first part activates on frame 7 and
last 8 more frames. the second part is a gap
in the normal that last for 3 frame it starts
at frame 10. at frame 19 you get 6 more frames
of active hitbox. Then a 14 frame recovery
window.
One thing I failed to mention is that all the
jumping kick normals can all be hit before
startup easily on the ground. So you have to
fish for this normal.
Thankfully, this normal hits twice. It can be
used to beat opponents trying to chicken guard
mash against Anakaris other jumping normal attacks.
This normal can also be used a a combo starter if the
opponent is sleeping and lets you get away with it before
Anakaris lands on the ground
Strengths:
Decent startup.
Hits twice.
Good to use low to the ground.
Can combo off of it much easier then j.HK.
Decent for Air to Air for chicken blockers due to the gap in the string.
Good at keeping opponent grounded.
Weaknesses:
Can be hit on the ground by grounded normals.
Last a little to long in the air so if it whiffs you will probably be hit.
Losses to air to air pretty clean.
j.HK
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Meter (Whiff/Block/Hit)
10
21
No
All (Air Blockable)
7
9
23
Variable
Variable
6 / 15 / 24
J.HK has a 7 frame startup with a
9 frame active window and a 23 frame recovery.
Decent for a one hit air normal to tag the
opponent in the air or on the ground.
I mostly use it if I predict that the opponent
is going for a quick approach against me while i'm
in the air.
Strengths:
Good damage one hit air jumping HK.
A little harder to combo off of.
Same startup as j.MK.
Pretty good amount of active frames.
Weaknesses:
Same as j.mk, loses to grounded normals.
Command Normal Attacks
j3.K: Anakaris' down forward pyramid dive. Very fast overhead that can be followed with chain combo for knock down. Also use it to cancel your floaty jump while moving forward and builds meter.
j2.K: Anakaris' downward pyramid dive. You need to be above the opponent if you want it to connect. Can cross up. Sometimes when you are a little too high above the opponent it won't cause enough hitstun to follow up with a ground combo. Anyways the main use for this it to cancel your jump. Get close to the opponent then use it as a mixup tool : j3.K for overhead or j2.K 2LK for low attack. Land a knockdown then repeat.
6.MK: A standing overhead with a fairly large hitbox. This move is + on hit with the only weakness is it's large hurtbox and long startup frames.
Pursuit
A fairly slow pursuit attack. This one is a tough call to use because you want to get in, but if you do the pursuit to whiff and it was to slow you can get into a lot of trouble. ES version is even worse to whiff and negative on hit as you can be put into a command grab/normal throw option select if the opponent doesn't tech away.
Normal pursuit is fine on hit but if you mistime the pursuit and get a whiff and they see it you may get hit with a throw.
ES version should be used exclusively for a kill as it is highly risky to use against a character like Sasquatch who will maul you with Big Brunch into whatever...
Throws
Anakaris CANNOT do Normal Throws
Anakaris does not have a normal throw of any kind. All you can do is tech throws. Techs can be done with any forward or back directional input: 4,1,3,6+LP or MP or HP or HK, like you would with any other character. You can tech air throws as well. It's the same as teching on the ground, however you can add two more directional inputs to your throw techs 7 and 9.
Special Moves
The Dance of Coffins - 22P/K (air OK)
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Renda Bonus
Meter (Whiff/Block/Hit)
?
?
N/A
High/Air
?
?
?
KND
Variable
N/A
?
Drops a coffin down from the sky. Not a bad move for stalling your jump trajectory or pestering from long range, but not especially useful at close distances. Can be used on some characters wake ups to stuff their wakeup options like dragon punches and things of that nature. You can also it time it to trade hits if the opponent comes to close, although this tactic is very difficult to do.
(L Version) Close.
(M Version) Mid.
(H Version) Far.
(ES Version) Drops several coffins in various distances.
Royal Judgement - 236P (air ONLY)
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Renda Bonus
Meter (Whiff/Block/Hit)
?
?
N/A
All
?
Variable
Variable
CURSE
Variable
N/A
?
Pukes up a curse cloud. On successful hit this move will morph the opponent into their paper doll form. Surprisingly, this move is a lot more useful than it appears. You can get fairly good damage out of it by hitting the opponent while they are stuck in doll form. The amount of curse duration is relative to the move strength.
(L Version) Short curse time. Quickest recovery when on whiff. Used as a filler move in the air to cover your aerial approach.
(M Version) Medium curse time. Medium Recovery. Not to useful on filler.
(H Version) Longer curse time. Long Recovery time. Rarely used because it takes so long to recover on whiff.
(ES Version) Sends out three sets of wisps instead of one. Much longer curse duration. Takes forever to recover on whiff. Decent filler move in the air.
Mummy Drop - 236P (throw)
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Renda Bonus
Meter (Whiff/Block/Hit)
Variable
Variable
N/A
Unblockable
?
?
?
KND
N/A
N/A
?
Spin the stick and mash buttons for more damage. Anakaris' command throw is rather unique. The strength of the button used will determine the distance. Normal version can be crouched under by any character. Es version can not be ducked under. ES version is very good as an Anti Air because you can not jump after landing from a previous jump for about 2 frames.
(L Version) Close.
(M Version) Medium.
(H Version) Far.
(ES Version) This version causes the hands to start near Anakaris then rapidly fly forwards. This version is also mashable for damage, and it is recommended to do so.
Spell of Turning (absorb) - 214K (air OK)
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Renda Bonus
Meter (Whiff/Block/Hit)
N/A
N/A
No
N/A
?
?
?
N/A
N/A
N/A
?
Anakaris will attempt to swallow an opponent's projectiles. This move actually does absolutely nothing unless it connects with an opponent's projectile while Anakaris' mouth is open. Upon successful absorption the projectile will be nullified and the opponent's move will be "learned" (previous absorption will be overwritten if applicable, for example Bulleta's missiles/mines the previously learned move will be lost).
This move does absolutely nothing unless the absorb version is used to learn an opponent's projectile attack. Once you absorb a projectile, however, Anakaris can hork up his own version of the move using this. The move will act similarly to the opponent's original version, though in some cases the move will behave differently/uniquely, for example Anakaris' ES version of Lei-Lei's items works nothing like her version (which for him is a good thing).
(Any Version) Pukes up the learned attack.
(ES Version) Pukes up an ES version of the learned attack.
Similar in appearance to his 5HP, however this version is a special move and thus it behaves as such (like knocking down airborne opponents, etc). Additionally, this strength of the move determines the distance and number of hits.
(L Version) Short
(M Version) Medium
(H Version) Long
(ES Version) Really long, plus lots of hits.
The Word of Truth - 623PP (Guard Cancel)
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Renda Bonus
Meter (Whiff/Block/Hit)
?
?
No
Unblockable
?
?
?
CURSE
N/A
N/A
?
Anakaris' guard cancel move. This can only be done during blockstop and costs 1 stock. Worthless move, do not use it ever unless your opponent has never seen it before, in which case it's worth a laugh.
(ES Version) Inarguably the worst GC in the game, Anakaris may as well not even have one. This is because it gives the opponent free damage on you, so you're essentially wasting meter to give the opponent a free hit on you. But let's take a look at how bad it really is. Anakaris spits out Kaibito at a specific range, if the opponent is too close or too far from Anakaris it will whiff completely and allow the opponent a free combo on you while you recover from the move. If it manages to hit it deals a very tiny little bit of damage to the opponent and morphs them into their paper doll for a very short amount of time. But the opponent un-morphs from this state before Anakaris finishes his attack pose, and since the opponent can move around in their paper doll form they can get point blank and throw Anakaris as soon as they un-morph, before he even recovers from the move. All at the cost of one stock. In other words, never use this unless your opponent has never seen it before, and don't expect it to catch anyone off guard more than once. You can expect to eat a throws worth of damage or worse any time you use this with very little reward even if the opponent does nothing to retaliate.
The Pit of Blame - 623K (while knocked down)
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Renda Bonus
Meter (Whiff/Block/Hit)
?
?
No
Unblockable
?
?
?
KND
N/A
N/A
?
This move can only be done if Anakaris was hit by something that knocks down (sweep, etc). He will split in half and open an unblockable portal that catches nearby opponents. Basically an anti-pursuit move, though it can also catch opponents who get too close to him during normal rushdown patterns. Somewhat risky to use since if it fails he can be hit, so avoid using this against opponents with powerful 1-hit options.
EX Moves
The Pit to the Underworld - 426KK (unblockable)
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Renda Bonus
Meter (Whiff/Block/Hit)
?
?
N/A
Unblockable
?
?
?
KND
N/A
N/A
?
Pit of underworld is a slow, unblockable attack that is mostly used in the corner off of a tick throw setup or tech chasing after a knock down. The tick throw setup has major flaws and can be punished if the opponent has air mobility options or disrespects the setup by holding up forward.
Pharaoh Magic - MK LP 2 LK MP (air also)
Red Dmg.
White Dmg.
Cancelable
Guard Direction
Startup
Active
Recovery
Hit Adv.
Guard Adv.
Renda Bonus
Meter (Whiff/Block/Hit)
?
?
N/A
All/Unblockable (bug)
?
?
?
KND
N/A
N/A
?
Sends out a curse, on hit will autocombo the opponent. Pretty useful, decent damage.
Pharaoh Salvation - HK MP 2 MK HP [start] (air also, costs 2 stocks): Requires two bars of meter. But it's basically powered up version of Pharaoh Magic.
Pharaoh Decoration - HK MP LK 2 LP MK HP (air also, costs 3 stocks): Requires three bars of meter. This one is also a powered up version of Pharaoh Magic and Pharaoh Salvation.
It is normally blockable, but there is a bug that can make Pharoah Magic unblockable. Refer to Anakaris' bug section to get insight into thie.
Dark Force
Double Attack: Pharaoh Split - Same strength P + K
(Any Version) Activates flight and hyper armor. While Anakaris is flying around, Kaibito is walking around as Anakaris lower half. You can attack with either half of Anakaris' bodies (Punches for Anakaris and Kicks for Kaibito), but you can only move Anakaris' upper half. Pretty useful for escaping the corner or unblockables due to the hyper armor properties.
However, The move can get you into serious trouble as it takes Anakaris too long to actually attack and only the legs or Anakaris can attack one at a time.
The opponent can just do air chains on Anakaris repeatedly if he stays in Dark Force for too long. Be very careful with this darkforce.