Matrimelee/Anny: Difference between revisions

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[[Image:anny_portrait.jpg|frame|right|Anny Hamilton]]  
[[Image:anny_portrait.jpg|400px|thumb|right|Anny Hamilton]]  
[[Image:Anny Palettes.png|400px|thumb|right|Color]]
[[Image:Anny Palettes.png|400px|thumb|right|Color]]
{{TOClimit|3}}


== Introduction ==
== 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.
Anny was invited to the Matrimelee tournament with the prize of getting engaged to the prince of a certain 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 jealousy.


== Overview ==
== Overview ==
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|- style="vertical-align:top;text-align:left"
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
| style="width: 50%;"|
* Decent 5.A and 5.B normals but cannot confirm off of them.
* Long A and B normals that are excellent poking tools.
* Decent 6.B overhead, but can be used to extend combos.
* Decently fast 6.B overhead that can be canceled out of most moves.
* Decent damage if confirmed into her Ippatsu Ougi.
* Ippatsu Ougi can combo from almost any normal.
* Swannie Crash is an excellent projectile that's great for spacing.
* Swannie Crash is a rather large projectile with decent recovery frames.
* Excellent 9.C. Can be used as a hyper hop and a quick overhead.
* Excellent 9.C with extremely good range and hitbox. Can also easily cross-up.
* Her Stress Shot command grab does 50 permanent damage.
* Stress Shot deals 50 permanent damage if landed.
* Rainbow Rise (C and Dash versions) can be followed up by an air grab in the corner for additional damage.
| style="width: 50%;"|
| style="width: 50%;"|
* Low damage output without meter or counter hits.
* Low damage output without meter or counter hits.
* Slow Great Attacks.
* 2.CD and 5.CD have slow startup.
* No reliable Anti-Airs.
* No quick Anti-Airs.
* Limited Combo Potential.
* Limited Combo Potential.
* Her special moves can be easily punished on block/whiff and even one hit.
* Anny Dynamic is punishable on hit.
* 6.B overhead is slow and should only be used inside of combos.
* 6.B can be beaten out by faster moves.
* Stress Shot cannot be comboed into due to her roll start-up and can be grabbed or poked out like a normal roll.
* Stress Shot cannot be comboed into due to her roll start-up.
* Her pressure can easily be jumped or rolled over.
* Stress Shot can be easily escaped if jumped out of or if Anny is grabbed during her roll start-up.
* Photon Burst (both versions) is very punishable on whiff, block, and on hit point-blank.
* Her zoning pressure can easily be jumped over or rolled through.
* Photon Burst cannot be comboed into.
* Photon Burst is high risk, low reward.
* Photon Burst has landing recovery frames no matter the jump height.
|-
|-
|}
|}
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== Strategy ==
== 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.  
You will need to be on your toes playing Anny. She's essentially a zoner with dangerous 6.B confirms. However, Anny is very limited in zoning, thanks to rolls and back dashes, so close range conditioning is your best option for any major damage.  She can use her 236.A/C and 5.B, which is an amazingly long poke, to keep the opponent properly spaced. Photon burst, j.236.A/C is punishable at point-blank ranges but can be done at full-screen to bait approaches. However, be warned photon burst is highly punishable if the opponent rolls or does a super jump. It's important to not overdo your zoning so the opponent doesn't catch on. It is also very important to deny jump-ins with 2.CD, since you can reset an opponent back to neutral off of a punish confirm. If they do manage to get close, mix it up with her 6.B overhead. Anny's 6.B can link into 623.C and 46.A-13.C (level 2 super). If you can condition your opponent into blocking low and staying still thanks to the fear of a 6.A overhead; you can now use your 63214-63214.C (level 1 super) command grab to get some solid 50 permanent damage in. However, this isn't guaranteed and your opponent can jump and easily punish if they identify the command grab's start-up roll. If you manage to get cornered, do not use your projectiles or DP unless it's in a combo. You'll get punished a lot more easier. In the corner, you'll want to rely on your close-up options, like 6.B and Anny's long A/B normals, to get out.


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.
Anny can play somewhat aggressively if the opponent allows it to happen or doesn't know how to deal with Anny. Anny's 9.C is an amazing button and can easily cross-up for a full combo. Anny's combo game is rather limited but isn't entirely grounded like some of the other characters. Her 3.A, 2.CD and 6.B can catch jumps from opponents trying to jump away and land a 623.C (heavy rainbow rise) afterward. If you somehow manage to corner someone as Anny, your combo game is dramatically increased thanks to 623.C (heavy rainbow rise) having a grab follow-up in the corner and instant overhead 8.C. But, it's rare to get someone cornered with Anny.


== Normal Moves ==


In Summary, play keep away, use your long A/B poke normals, use 6.B to mix the opponent up when they get close, condition them to crouch block to land your command grab super, and don't use projectiles point-blank.
==Move List==
=== Far Standing Normals ===
=== Far Standing Normals ===
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">5A</font>
{{MoveData
{{MoveData
|image=Matrimelee_Anny_5A.png
|image=Matrimelee_Anny_5A.png
Line 63: Line 65:
}}
}}


<font style="visibility:hidden" size="0">5B</font>
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
|image=Matrimelee_Anny_5B.png
|image=Matrimelee_Anny_5B.png
Line 84: Line 86:
}}
}}


<font style="visibility:hidden" size="0">5C</font>
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
|image=Matrimelee_Anny_5C.png
|image=Matrimelee_Anny_5C.png
Line 105: Line 107:
}}
}}


<font style="visibility:hidden" size="0">5D</font>
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
|image=Matrimelee_Anny_5D.png
|image=Matrimelee_Anny_5D.png
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=== Close Standing Normals ===
=== Close Standing Normals ===
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">clA</font>
{{MoveData
{{MoveData
|image=Matrimelee_Anny_clA.png
|image=Matrimelee_Anny_clA.png
Line 149: Line 150:
}}
}}


<font style="visibility:hidden" size="0">clB</font>
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
|image=Matrimelee_Anny_clB.png
|image=Matrimelee_Anny_clB.png
Line 170: Line 171:
}}
}}


<font style="visibility:hidden" size="0">clC</font>
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
|image=Matrimelee_Anny_clC 1.png
|image=Matrimelee_Anny_clC 1.png
Line 193: Line 194:
}}
}}


<font style="visibility:hidden" size="0">clD</font>
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
|image=Matrimelee_Anny_clD.png
|image=Matrimelee_Anny_clD.png
Line 214: Line 215:
}}
}}


=== Crouching ===
=== Crouching Normals ===
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">2A</font>
{{MoveData
{{MoveData
|image=Matrimelee_Anny_2A.png
|image=Matrimelee_Anny_2A.png
Line 237: Line 237:
}}
}}


<font style="visibility:hidden" size="0">2B</font>
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
|image=Matrimelee_Anny_2B.png
|image=Matrimelee_Anny_2B.png
Line 258: Line 258:
}}
}}


<font style="visibility:hidden" size="0">2C</font>
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
|image=Matrimelee_Anny_2C.png
|image=Matrimelee_Anny_2C.png
Line 279: Line 279:
}}
}}


<font style="visibility:hidden" size="0">2D</font>
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
|image=Matrimelee_Anny_2D.png
|image=Matrimelee_Anny_2D.png
|caption=
|caption=
|name=Crouching D
|name=2.D
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
Line 300: Line 300:
}}
}}


=== Jumping ===
=== Jumping Normals===
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">JA</font>
{{MoveData
{{MoveData
|image=Matrimelee_Anny_8A.png
|image=Matrimelee_Anny_8A.png
|caption=
|caption=
|name=Jump A
|name=8.A
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
Line 319: Line 318:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= Aerial Jab, nice active period but bad for Air to Ground. Stick to Jump B.
  |description=Extremely active but has little hitstun. Decent air to air but can get stuffed out by better air normals. Can cross-up.
  }}
  }}
}}
}}


<font style="visibility:hidden" size="0">8B</font>
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
|image=Matrimelee_Anny_8B.png
|image=Matrimelee_Anny_8B.png
|caption=
|caption=
|name=Jumping B
|name=8.B
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
Line 340: Line 339:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= 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.
  |description=Anny's best jump normal. Good vertical range hitbox but has less hitstun than 8.C and 8.D. Can cross-up.
  }}
  }}
}}
}}


<font style="visibility:hidden" size="0">8C</font>
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
|image=Matrimelee_Anny_8C.png
|image=Matrimelee_Anny_8C.png
|caption=
|caption=
|name=Neutral Jump C
|name=8.C
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
Line 361: Line 360:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= Good option for an Instant Overhead, but Anny has better Jump moves.
  |description= Decent air normal that can be used for instant overheads.  
  }}
  }}
}}
}}


<font style="visibility:hidden" size="0">8D</font>
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
|image=Matrimelee_Anny_8D.png
|image=Matrimelee_Anny_8D.png
|caption=
|caption=
|name=Neutral Jump D
|name=8.D
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
Line 382: Line 381:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description=Mediocre range, bad air-to-ground potential, and low priority. Forget about this move's existence.
  |description=Has more horizontal range than 8.B but less vertical range.  
  }}
  }}
}}
}}


<font style="visibility:hidden" size="0">9C</font>
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
|image=Matrimelee_Anny_9C.png
|image=Matrimelee_Anny_9C.png
|caption=
|caption=
|name=Jumping C
|name=7.C ''or'' 9.C
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
Line 403: Line 402:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= Really good jump Button. Generous Hitbox, good damage, and nice Air-to-Ground option. Use it often.
  |description= Excellent jump button. It has excellent horizontal range and can be used in hyper hop combos. Can cross-up.
  }}
  }}
}}
}}


<font style="visibility:hidden" size="0">9D</font>
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
|image=Matrimelee_Anny_9D.png
|image=Matrimelee_Anny_9D.png
|caption=
|caption=
|name=Jumping D
|name=7.C ''or'' 9.D
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
Line 424: Line 423:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description=Comes out a little slow, but reaches long. Better Air-to-Air option than Air-to-Ground.
  |description=Extremely good air-to-air option but a sub-par jump-in. Can cross-up.
  }}
  }}
}}
}}


=== Dashing Normals ===
=== Dashing Normals ===
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">66A</font>
{{MoveData
{{MoveData
|image=Matrimelee_Anny_66A.png
|image=Matrimelee_Anny_66A.png
|caption=
|caption=
|name=Dashing P
|name=66.A ''or'' C
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
Line 447: Line 445:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description=Dashing Slap. Similar Properties to her Far C but comes out faster and has the added momentum of Dash for better range.
  |description=The BIG Slap. Similar to 5.C but slides further. Great to confirm a dash enhanced 623.A/C.
  }}
  }}
}}
}}


<font style="visibility:hidden" size="0">66D</font>
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
|image=Matrimelee_Anny_66D.png
|image=Matrimelee_Anny_66D.png
|caption=
|caption=
|name=Dashing K
|name=66.B ''or'' D
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
Line 468: Line 466:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description=Good Kick with the same properties as Far D but added dashing momentum.
  |description=Same as 5.D but with some sliding and extra damage. Nice range for punishes.
  }}
  }}
}}  
}}


=== Command Normals ===
=== Command Normals ===
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">3A</font>
{{MoveData
{{MoveData
|image=Matrimelee_Anny_3A.png
|image=Matrimelee_Anny_3A.png
|caption=
|caption=
|name=3A
|name=3.A
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
Line 491: Line 488:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description=Rising slap, good move for combos but very limited thanks to his little range.
  |description=Air Unblockable.<br>Mainly used to extend 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.
  }}
  }}
}}
}}


<font style="visibility:hidden" size="0">6B</font>
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
|image=Matrimelee_Anny_6B 1.png
|image=Matrimelee_Anny_6B 1.png
Line 501: Line 498:
|image2=Matrimelee_Anny_6B 2.png
|image2=Matrimelee_Anny_6B 2.png
|caption2= Second Kick
|caption2= Second Kick
|name=6B
|name=6.B
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
  |Total Damage=5 1st<br>10 2nd
  |Total Damage=15
  |Permanent Damage=2 1st<br>5 2nd
  |Permanent Damage=7
  |Guard=High
  |Guard=High
  |Gauge=
  |Gauge=
  |Cancel=Special<br>Super (Both Hits)
  |Cancel=Special<br>Super
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 514: Line 511:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description=2 Hit overhead normal wich is terribly slow to be used outside combos.
  |description=Air Unblockable.<br>Decently quick overhead that can be used to extend combos. Essential tool for Anny's offensive game, both to mix up and extend combos. Can lead to different combo enders from midscreen based on if one or two hits connect.
  }}
  }}
}}
}}


== Special Moves ==
=== Special Moves ===
 
===== <span class="invisible-header"></span> =====
=== Swannie Crash ===
 
<font style="visibility:hidden" size="0">236P</font>
{{MoveData
{{MoveData
|image=Matrimelee_Anny_236AC.png
|image=Matrimelee_Anny_236AC.png
|caption=
|caption=
|name=236AC
|name=Swannie Crash
|data=Swannie Crash
|subtitle=236.A/C
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
  |Total Damage=16
  |Total Damage=16
Line 533: Line 528:
  |Guard=Mid
  |Guard=Mid
  |Gauge=
  |Gauge=
  |Cancel=None
  |Cancel=N/A
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 539: Line 534:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description=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.
  |description=Decently fast projectile that has two versions.
: 236D makes the Swan arc up after a little, stopping some jumps if not blocked.
: 236.B comes out horizontally.
: 236.D starts horizontally but travels up into the corner.
  }}
  }}
}}
}}


=== Rainbow Rise ===
===== <span class="invisible-header"></span> =====
 
<font style="visibility:hidden" size="0">623P</font>
{{MoveData
{{MoveData
|image=Matrimelee_Anny_6236AC.png
| name    = Rainbow Rise
|caption=The hitbox follows the rainbow.
| input    = 623.P
|name=623A
| subtitle =
|data=Rainbow Rise
| image   = Matrimelee_Anny_6236AC.png
{{AttackData-Matrim
| caption = The hitbox follows the rainbow.
|Total Damage=23
| linkname =  
|Permanent Damage=12
| data =  
|Guard=Mid
  {{AttackData-Matrim
|Gauge=
  | version          = 623 A
|Cancel=
  |Total Damage     = 23
|Startup=
  |Permanent Damage = 12
|Active=
  |Guard             = Mid
|Recovery=
  |Gauge             =
|Hit Adv=
  |Cancel           = N/A
|Block Adv=
  |Startup           =
|description=Great DP, even if is air blockable it can beat Jump Ins easily. 2 hits and fast startup.
  |Active           =
  |Recovery         =
  |Hit Adv           =
  |Block Adv         =
  |description       = 2 hits. Beats out most jump-ins but can trade with better priority normals.
  }}
  }}
}}
  {{AttackData-Matrim
{{MoveData
  | header          = no
|image=Matrimelee_Anny_6236AC.png
  | version          = 623 C
|caption=
  |Total Damage     = 23
|name=623B
  |Permanent Damage = 12
|data=
  |Guard             = Mid
{{AttackData-Matrim
  |Gauge             =
|Total Damage=23
  |Cancel           = N/A
|Permanent Damage=12
  |Startup           =
|Guard=Mid
  |Active           =
|Gauge=
  |Recovery         =
|Cancel=
  |Hit Adv           =
|Startup=
  |Block Adv         =
|Active=
  |description       = Same damage as A version but better vertical range and slightly slower startup. Can be followed up with an air grab in the corner.
|Recovery=
|Hit Adv=
|Block Adv=
|description=Same damage as A version but better vertical range and slightly slower startup. 3 hits.
  }}
  }}
}}
  {{AttackData-Matrim
{{MoveData
  | header          = no
|image=Matrimelee_Anny_6236AC.png
  | version          = Dashing 623 P
|caption=
  |Total Damage     = 28
|name=Dashing 623P
  |Permanent Damage = 14
|data=
  |Guard             = Mid
{{AttackData-Matrim
  |Gauge             =
|Total Damage=28
  |Cancel           = N/A
|Permanent Damage=14
  |Startup           =
|Guard=Mid
  |Active           =
|Gauge=
  |Recovery         =
|Cancel=
  |Hit Adv           =
|Startup=
  |Block Adv         =
|Active=
  |description       = It's best to only use this during combos due to it's large recovery. Can be followed up with an air grab in the corner.
|Recovery=
|Hit Adv=
|Block Adv=
|description=Slightly slower startup compared to 623A and 623C, but more damage, much better horizontal and  vertical range. 4 Hits.
  }}
  }}
}}
}}


=== Anny Dinamic ===
===== <span class="invisible-header"></span> =====
 
<font style="visibility:hidden" size="0">(D)</font>
{{MoveData
{{MoveData
|image=Matrimelee_Anny_(D) D.png
| name    = Anny Dynamic
|caption=Hold D for 2~4 Seconds
| input    = [D] (X second hold)
|name=(D) D
| subtitle =
|data=Anny Dinamic
| image   = Matrimelee_Anny_(D) D.png
| image2  = Matrimelee_Anny_(D) D 2.png
| caption  =
| linkname =
| data  =
  {{AttackData-Matrim
  | version          = [D] (2 second hold)
  |Total Damage      = 18
  |Permanent Damage  = 9
  |Guard            = High
  |Gauge            =
  |Cancel            =
  |Startup          =
  |Active            =
  |Recovery          =
  |Hit Adv          = -12
  |Block Adv        =
  |description      = Must hold D for 2 in game seconds then release for the special to come out and launch the kick. Punishable both on block and on hit, so it should be avoided entirely. Can be used as a combo ender if you want to style. Safest from max range, but it's still punishable.
}}
  {{AttackData-Matrim
  {{AttackData-Matrim
|Total Damage=18
  | header          = no
|Permanent Damage=9
  | version          = [D] (4 second hold)
|Guard=High
  |Total Damage     = 25
|Gauge=
  |Permanent Damage = 12
|Cancel=
  |Guard             = High
|Startup=
  |Gauge             =
|Active=
  |Cancel           =
|Recovery=
  |Startup           =
|Hit Adv=
  |Active           =
|Block Adv=
  |Recovery         =
|description= Hold D and release it to launch the kick.  
  |Hit Adv           = -9
: Slow overhead kick, good for close punish but outclassed by other options. Nice combo finisher.
  |Block Adv         =
  |description       = If you hold D for more than 4 seconds Anny will release a boosted version of the move, doing more damage. Punishable both on block and on hit. Slightly safer than the 2 second version, but it's still -9 on hit. Can be used as a combo ender if you want to style. Safest from max range, but it's still punishable.
  }}
  }}
}}
{{MoveData
|image=Matrimelee_Anny_(D) D 2.png
|caption= Hold D for more than 4 seconds.
|name=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
|Total Damage=25
  | header          = no
|Permanent Damage=12
  | version          = [D] (15 second hold)
|Guard=High
  |Total Damage     = 35
|Gauge=
  |Permanent Damage = 18
|Cancel=
  |Guard             = High
|Startup=
  |Gauge             =
|Active=
  |Cancel           =
|Recovery=
  |Startup           =
|Hit Adv=
  |Active           =
|Block Adv=
  |Recovery         =
|description=If you hold D for more than 4 seconds Anny will release a boosted version of the move, doing more damage.
  |Hit Adv           =
  |Block Adv         =
  |description       = If you hold D for more than 15 seconds Anny will release an even more boosted version of the move, doing the most damage. Safe on hit since it causes knockdown. Can be used as a combo ender if you want to style, but good luck actually holding D for 15 seconds.
  }}
  }}
}}
}}


=== Photon Burst ===
===== <span class="invisible-header"></span> =====
 
<font style="visibility:hidden" size="0">J.236P</font>
{{MoveData
{{MoveData
|image=Matrimelee_Anny_J.236AC.png
|image=Matrimelee_Anny_J.236AC.png
|caption=
|caption=
|name=J.236P
|name=Photon Burst
|data=Photon Burst
|subtitle=J.236.A/C
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
  |Total Damage=16
  |Total Damage=16
Line 667: Line 669:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description=Anny will throw an energy ball to the ground, despite the apareances this move is NOT an overhead.
  |description=Anny will throw an energy ball to the ground, despite the appearances this move is NOT an overhead. Has landing recovery frames no matter the jump height. Cannot be comboed into.
: J.236A will throw the projectile close to Anny
: J.236.A will throw the projectile close to Anny
: J.236C will aim to the corner.
: J.236.C will aim to the corner.
  }}
  }}
}}
}}


== Super Moves ==
=== Super Moves ===
 
===== <span class="invisible-header"></span> =====
=== Cosmic Throw ===
 
<font style="visibility:hidden" size="0">6321463214C</font>
{{MoveData
{{MoveData
|image=Matrimelee_Anny_6321463214C.png
|image=Matrimelee_Anny_6321463214C.png
|caption=
|caption=Cosmic Throw
|name=6321463214C
|name=Stress Shot
|data=Stress Shot - Cosmic Throw
|subtitle=63214~63214 C
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
  |Total Damage=50
  |Total Damage=50
Line 688: Line 688:
  |Guard=Grab
  |Guard=Grab
  |Gauge=
  |Gauge=
  |Cancel=
  |Cancel=N/A
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 694: Line 694:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description=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.  
  |description=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.
  }}
  }}
}}
}}


=== Angel Breath ===
===== <span class="invisible-header"></span> =====
 
<font style="visibility:hidden" size="0">46A13C</font>
{{MoveData
{{MoveData
|image=Matrimelee_Anny_46A13C 1.png
|image=Matrimelee_Anny_46A13C 1.png
|caption=Projectile
|caption=Angel Breath
|image2=Matrimelee_Anny_46A13C 2.png
|image2=Matrimelee_Anny_46A13C 2.png
|caption2=Beam
|caption2=on hit
|name=46A13C
|name=Ippatsu Ougi
|data=Ippatsu Ougi - Angel Breath
|subtitle=46A-13.C
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
  |Total Damage=71
  |Total Damage=70
  |Permanent Damage=45
  |Permanent Damage=35
  |Guard=Unblockable
  |Guard=Unblockable
  |Gauge=
  |Gauge=
  |Cancel=
  |Cancel=N/A
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 719: Line 718:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description=Unblockable and Good Damage but the motion makes it hard to execute without some kind of buffer.
  |description=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.
: You can hold A and then execute the move by inputting 4613C.
  }}
  }}
}}
}}
Line 727: Line 725:
{| border="1em" cellpadding="3" cellspacing="0"
{| border="1em" cellpadding="3" cellspacing="0"
| align="center" style="background:#f0f0f0;"|'''Combo'''
| align="center" style="background:#f0f0f0;"|'''Combo'''
| align="center" style="background:#f0f0f0;"|'''Damage'''
| align="center" style="background:#f0f0f0;"|'''Total Damage'''
| align="center" style="background:#f0f0f0;"|'''Permanent Damage'''
| align="center" style="background:#f0f0f0;"|'''Notes'''
| align="center" style="background:#f0f0f0;"|'''Notes'''
|-
|-
| colspan="6" align="center" | '''Combos'''
| colspan="6" align="center" | '''Basic Combos'''
|-
|-
|[D] j.C, cl.C, 6B ]D[
|9.C >> 5.A > 5.A > C xx 236.C
|34
|17
|
|
|Need to cancel cl.C and 6B on the first hit or the combo will drop
|-
|-
|j.C, cl.C, f+B, 6236+C
|9.C >> 5.A > 5.A > C xx 623.C
|30
|15
|623.C can be followed up with an air throw in the corner for an additional 10 damage.
|-
|9.C >> cl.5C (1 hit) > 3.A xx 236.C
|37
|18
|
|
|-
|9.C >> cl.5C (1 hit) > 3.A xx 623.C
|34
|17
|623.C can be followed up with an air throw in the corner for an additional 10 damage.
|-
|9.C >> 2.A > 3.A xx 623.C
|34
|17
|623.C can be followed up with an air throw in the corner for an additional 10 damage.
|-
|9.C >> 2.B > D xx 236.C
|37
|18
|
|
|-
|-
|j.C, cl.C, 46A13C
|9.C >> 5.A > 5.A > C xx 46.A-13.C
|
|69
|
|34
|Requires 2 Stress Meter.
|-
| colspan="6" align="center" | '''Intermediate Combos'''
|-
|9.D >> 2.CD (1 hit) > 6.B (2 hits) xx 623.C
|42
|21
|623.C can be followed up with an air throw in the corner for an additional 10 damage.
|-
|9.D >> 2.CD (1 hit) > 6.B (2 hits) xx 46.A-13.C
|77
|38
|Requires 2 Stress Meter.
|-
|[D] 9.C >. cl.5C (1 hit) > 3.A xx ]D[
|38
|19
|Hold D for 2 seconds. Punishable on hit.
|-
|[D] 9.C >. cl.5C (1 hit) > 3.A xx ]D[
|42
|21
|Hold D for 4 seconds.
|-
|[D] 9.C >> 5.A > 5.A > C xx ]D[
|34
|17
|Hold D for 2 seconds. Punishable on hit.
|-
|[D] 9.C >> 5.A > 5.A > C xx ]D[
|38
|19
|Hold D for more than 4 seconds.
|-
| colspan="6" align="center" | '''Advanced Combos'''
|-
|-
|J.D 2CD 6B 6236C
|(Cross-up) 9.C >> 5.A ~> 2.B > D xx 236.C
|
|38
|Need to cancel 2CD on the first hit or it'll launch.
|19
|5.A ~> 2.B is a P-Link.
|-
|-
|J.d 66c 6623c > air grab
|9.C >> 5.A ~> 2.B > 3.A xx 236.C
|
|41
|Air grab can only be done in the corner. Tight window to land.
|20
|5.A ~> 2.B is a P-Link.
|-
|-
| colspan="6" align="center" | '''Ippatsu Ougi Combos'''
|9.C >> 5.A ~> 2.B xx 623.C
|36
|18
|5.A ~> 2.B is a P-Link. 623.C can be followed up with an air throw in the corner for an additional 10 damage.
|-
|-
|J.c 5a5a 3a 46A13C
|9.C >> 5.A ~> 2.B > 3.A xx 46.A-13.C
|
|74
|Needs to be buffered.
|37
|5.A ~> 2.B is a P-Link. Requires 2 Stress Meter.
|-
|-
|J.D 2CD 6B 46A13C
|9.C >> 66.P xx 623.P
|
|47
|Needs to be buffered.
|23
|623.P can be followed up with an air throw in the corner for an additional 10 damage.
|-
|-
|}
|}


(Note:I need more info. I will come back to this page.)
{{Matrimelee}}
{{Matrimelee}}


[[Category:Matrimelee]]
[[Category:Matrimelee]]

Latest revision as of 09:56, 21 May 2022

Anny Hamilton
Color

Introduction

Anny was invited to the Matrimelee tournament with the prize of getting engaged to the prince of a certain 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 jealousy.

Overview

Strengths Weaknesses
  • Long A and B normals that are excellent poking tools.
  • Decently fast 6.B overhead that can be canceled out of most moves.
  • Ippatsu Ougi can combo from almost any normal.
  • Swannie Crash is a rather large projectile with decent recovery frames.
  • Excellent 9.C with extremely good range and hitbox. Can also easily cross-up.
  • Stress Shot deals 50 permanent damage if landed.
  • Rainbow Rise (C and Dash versions) can be followed up by an air grab in the corner for additional damage.
  • Low damage output without meter or counter hits.
  • 2.CD and 5.CD have slow startup.
  • No quick Anti-Airs.
  • Limited Combo Potential.
  • Anny Dynamic is punishable on hit.
  • 6.B can be beaten out by faster moves.
  • Stress Shot cannot be comboed into due to her roll start-up.
  • Stress Shot can be easily escaped if jumped out of or if Anny is grabbed during her roll start-up.
  • Her zoning pressure can easily be jumped over or rolled through.
  • Photon Burst is high risk, low reward.

Strategy

You will need to be on your toes playing Anny. She's essentially a zoner with dangerous 6.B confirms. However, Anny is very limited in zoning, thanks to rolls and back dashes, so close range conditioning is your best option for any major damage. She can use her 236.A/C and 5.B, which is an amazingly long poke, to keep the opponent properly spaced. Photon burst, j.236.A/C is punishable at point-blank ranges but can be done at full-screen to bait approaches. However, be warned photon burst is highly punishable if the opponent rolls or does a super jump. It's important to not overdo your zoning so the opponent doesn't catch on. It is also very important to deny jump-ins with 2.CD, since you can reset an opponent back to neutral off of a punish confirm. If they do manage to get close, mix it up with her 6.B overhead. Anny's 6.B can link into 623.C and 46.A-13.C (level 2 super). If you can condition your opponent into blocking low and staying still thanks to the fear of a 6.A overhead; you can now use your 63214-63214.C (level 1 super) command grab to get some solid 50 permanent damage in. However, this isn't guaranteed and your opponent can jump and easily punish if they identify the command grab's start-up roll. If you manage to get cornered, do not use your projectiles or DP unless it's in a combo. You'll get punished a lot more easier. In the corner, you'll want to rely on your close-up options, like 6.B and Anny's long A/B normals, to get out.

Anny can play somewhat aggressively if the opponent allows it to happen or doesn't know how to deal with Anny. Anny's 9.C is an amazing button and can easily cross-up for a full combo. Anny's combo game is rather limited but isn't entirely grounded like some of the other characters. Her 3.A, 2.CD and 6.B can catch jumps from opponents trying to jump away and land a 623.C (heavy rainbow rise) afterward. If you somehow manage to corner someone as Anny, your combo game is dramatically increased thanks to 623.C (heavy rainbow rise) having a grab follow-up in the corner and instant overhead 8.C. But, it's rare to get someone cornered with Anny.


In Summary, play keep away, use your long A/B poke normals, use 6.B to mix the opponent up when they get close, condition them to crouch block to land your command grab super, and don't use projectiles point-blank.

Move List

Far Standing Normals

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.

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.

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.

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

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.

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.

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.

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

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.

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.

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.

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

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.

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.

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.

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.

7.C or 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.

7.C or 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

66.A or 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.

66.B or 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

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 extend 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.

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.
Decently quick overhead that can be used to extend combos. Essential tool for Anny's offensive game, both to mix up and extend combos. Can lead to different combo enders from midscreen based on if one or two hits connect.

Special Moves

Swannie Crash
236.A/C
Matrimelee Anny 236AC.png
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
623.P
Matrimelee Anny 6236AC.png
The hitbox follows the rainbow.
The hitbox follows the rainbow.
Version Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
623 A 23 12 N/A Mid - - - - - -

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

623 C 23 12 N/A Mid - - - - - -

Same damage as A version but better vertical range and slightly slower startup. Can be followed up with an air grab in the corner.

Dashing 623 P 28 14 N/A Mid - - - - - -

It's best to only use this during combos due to it's large recovery. Can be followed up with an air grab in the corner.

Anny Dynamic
[D] (X second hold)
Matrimelee Anny (D) D.png
Matrimelee Anny (D) D 2.png
Version Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
[D] (2 second hold) 18 9 - High - - - - -12 -

Must hold D for 2 in game seconds then release for the special to come out and launch the kick. Punishable both on block and on hit, so it should be avoided entirely. Can be used as a combo ender if you want to style. Safest from max range, but it's still punishable.

[D] (4 second hold) 25 12 - High - - - - -9 -

If you hold D for more than 4 seconds Anny will release a boosted version of the move, doing more damage. Punishable both on block and on hit. Slightly safer than the 2 second version, but it's still -9 on hit. Can be used as a combo ender if you want to style. Safest from max range, but it's still punishable.

[D] (15 second hold) 35 18 - High - - - - - -

If you hold D for more than 15 seconds Anny will release an even more boosted version of the move, doing the most damage. Safe on hit since it causes knockdown. Can be used as a combo ender if you want to style, but good luck actually holding D for 15 seconds.

Photon Burst
J.236.A/C
Matrimelee Anny J.236AC.png
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 appearances 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
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
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 34 17
9.C >> 5.A > 5.A > C xx 623.C 30 15 623.C can be followed up with an air throw in the corner for an additional 10 damage.
9.C >> cl.5C (1 hit) > 3.A xx 236.C 37 18
9.C >> cl.5C (1 hit) > 3.A xx 623.C 34 17 623.C can be followed up with an air throw in the corner for an additional 10 damage.
9.C >> 2.A > 3.A xx 623.C 34 17 623.C can be followed up with an air throw in the corner for an additional 10 damage.
9.C >> 2.B > D xx 236.C 37 18
9.C >> 5.A > 5.A > C xx 46.A-13.C 69 34 Requires 2 Stress Meter.
Intermediate Combos
9.D >> 2.CD (1 hit) > 6.B (2 hits) xx 623.C 42 21 623.C can be followed up with an air throw in the corner for an additional 10 damage.
9.D >> 2.CD (1 hit) > 6.B (2 hits) xx 46.A-13.C 77 38 Requires 2 Stress Meter.
[D] 9.C >. cl.5C (1 hit) > 3.A xx ]D[ 38 19 Hold D for 2 seconds. Punishable on hit.
[D] 9.C >. cl.5C (1 hit) > 3.A xx ]D[ 42 21 Hold D for 4 seconds.
[D] 9.C >> 5.A > 5.A > C xx ]D[ 34 17 Hold D for 2 seconds. Punishable on hit.
[D] 9.C >> 5.A > 5.A > C xx ]D[ 38 19 Hold D for more than 4 seconds.
Advanced Combos
(Cross-up) 9.C >> 5.A ~> 2.B > D xx 236.C 38 19 5.A ~> 2.B is a P-Link.
9.C >> 5.A ~> 2.B > 3.A xx 236.C 41 20 5.A ~> 2.B is a P-Link.
9.C >> 5.A ~> 2.B xx 623.C 36 18 5.A ~> 2.B is a P-Link. 623.C can be followed up with an air throw in the corner for an additional 10 damage.
9.C >> 5.A ~> 2.B > 3.A xx 46.A-13.C 74 37 5.A ~> 2.B is a P-Link. Requires 2 Stress Meter.
9.C >> 66.P xx 623.P 47 23 623.P can be followed up with an air throw in the corner for an additional 10 damage.


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