Matrimelee/Anny: Difference between revisions
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[[Image:anny_portrait.jpg|400px|thumb|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 | 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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* Long A and B normals that are excellent poking tools. | * Long A and B normals that are excellent poking tools. | ||
* Decently fast 6.B overhead that can be canceled out of most moves. | * 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. | * 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. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Low damage output without meter or counter hits. | * Low damage output without meter or counter hits. | ||
* | * 2.CD and 5.CD have slow startup. | ||
* No quick Anti-Airs. | * No quick Anti-Airs. | ||
* Limited Combo Potential. | * Limited Combo Potential. | ||
* Anny Dynamic | * Anny Dynamic is punishable on hit. | ||
* 6.B can be beaten out by faster moves. | * 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. | * Her zoning pressure can easily be jumped over or rolled through. | ||
* Photon Burst | * Photon Burst is high risk, low reward. | ||
|- | |- | ||
|} | |} | ||
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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. | 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> ===== | |||
< | |||
{{MoveData | {{MoveData | ||
|image=Matrimelee_Anny_5A.png | |image=Matrimelee_Anny_5A.png | ||
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}} | }} | ||
< | ===== <span class="invisible-header"></span> ===== | ||
{{MoveData | {{MoveData | ||
|image=Matrimelee_Anny_5B.png | |image=Matrimelee_Anny_5B.png | ||
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}} | }} | ||
< | ===== <span class="invisible-header"></span> ===== | ||
{{MoveData | {{MoveData | ||
|image=Matrimelee_Anny_5C.png | |image=Matrimelee_Anny_5C.png | ||
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}} | }} | ||
< | ===== <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> ===== | |||
< | |||
{{MoveData | {{MoveData | ||
|image=Matrimelee_Anny_clA.png | |image=Matrimelee_Anny_clA.png | ||
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}} | }} | ||
< | ===== <span class="invisible-header"></span> ===== | ||
{{MoveData | {{MoveData | ||
|image=Matrimelee_Anny_clB.png | |image=Matrimelee_Anny_clB.png | ||
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}} | }} | ||
< | ===== <span class="invisible-header"></span> ===== | ||
{{MoveData | {{MoveData | ||
|image=Matrimelee_Anny_clC 1.png | |image=Matrimelee_Anny_clC 1.png | ||
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}} | }} | ||
< | ===== <span class="invisible-header"></span> ===== | ||
{{MoveData | {{MoveData | ||
|image=Matrimelee_Anny_clD.png | |image=Matrimelee_Anny_clD.png | ||
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}} | }} | ||
== Special Moves == | === Special Moves === | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
{{MoveData | {{MoveData | ||
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}} | }} | ||
== Super Moves == | === Super Moves === | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
{{MoveData | {{MoveData | ||
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|Hold D for more than 4 seconds. | |Hold D for more than 4 seconds. | ||
|- | |- | ||
| colspan="6" align="center" | '''Advanced Combos'' | | colspan="6" align="center" | '''Advanced Combos''' | ||
|- | |- | ||
|(Cross-up) 9.C >> 5.A ~> 2.B > D xx 236.C | |(Cross-up) 9.C >> 5.A ~> 2.B > D xx 236.C |
Latest revision as of 09:56, 21 May 2022
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 |
---|---|
|
|
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
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5.B
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5.C
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5.D
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Close Standing Normals
cl.5A
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cl.5B
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cl.5C First Hit First Hit Second Hit Second Hit
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cl.5D
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Crouching Normals
2.A
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2.B
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2.C
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2.D
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Jumping Normals
8.A
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8.B
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8.C
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8.D
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7.C or 9.C
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7.C or 9.D
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Dashing Normals
66.A or C
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66.B or D
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Command Normals
3.A
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6.B First Kick First Kick Second Kick Second Kick
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Special Moves
Swannie Crash
236.A/C |
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Rainbow Rise 623.P The hitbox follows the rainbow. The hitbox follows the rainbow.
|
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Anny Dynamic
[D] (X second hold) |
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Photon Burst
J.236.A/C |
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Super Moves
Stress Shot 63214~63214 C Cosmic Throw Cosmic Throw
|
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Ippatsu Ougi 46A-13.C Angel Breath Angel Breath on hit on hit
|
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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. |