Akatsuki Blitzkampf/Anonym: Difference between revisions
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[[image:Movelist_anonym.jpg|frame|right|Anonym's official profile image]] | [[image:Movelist_anonym.jpg|frame|right|Anonym's official profile image]] | ||
[[ | [[image:anonym-colors-lazy.gif|410px|thumb|right|Ausf Achse Colors 1-6]] | ||
<div style="display:flex;flex-direction: column; margin: 0 20px; width:50%"> | <div style="display:flex;flex-direction: column; margin: 0 20px; width:50%"> | ||
__TOC__ | __TOC__ | ||
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Anonym is a slippery runaway zoner that is limited by her unique bullet meter. Many of her normals shoot bullets, which must be reloaded at some point or you risk running out. She works great at fullscreen and has many good options up close to escape pressure. Since her bullets travel quickly, they can be difficult to parry and blocking bullets rewards Anonym with chip damage and screen space. Managing your bullets is the key to success, and with them, you can keep your opponent constantly guessing. | Anonym is a slippery runaway zoner that is limited by her unique bullet meter. Many of her normals shoot bullets, which must be reloaded at some point or you risk running out. She works great at fullscreen and has many good options up close to escape pressure. Since her bullets travel quickly, they can be difficult to parry and blocking bullets rewards Anonym with chip damage and screen space. Managing your bullets is the key to success, and with them, you can keep your opponent constantly guessing. | ||
'''Similar to''': Happy Chaos | '''Similar to''': Happy Chaos, Sion/Eltnum, Vlov | ||
*All of Anonym's shooting normals act as special attacks and inflict guard damage. | *All of Anonym's shooting normals act as special attacks and inflict guard damage. | ||
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*'''High Mobility''': Anonym has great movement options like her dashes, divekick, and 214X that make her difficult to lockdown. | *'''High Mobility''': Anonym has great movement options like her dashes, divekick, and 214X that make her difficult to lockdown. | ||
*'''Great Zoning''': Bullets are fast, do chip, whiff cancel into each other, and can cover all angles including anti-air. This makes her incredibly difficult to blindly approach. | *'''Great Zoning''': Bullets are fast, do chip, whiff cancel into each other, and can cover all angles including anti-air. This makes her incredibly difficult to blindly approach. | ||
*'''Resurrection Super''': Great level 3 for a character that relies very little on meter. | *'''Resurrection Super''': Great level 3 for a character that relies very little on meter. | ||
*'''Invincible Forward Dash''': Anonym's forward dash heavily low profiles and has a little startup invincibility, making it an incredibly strong tool for running away, escaping the corner, and going in for an unexpected attack. | *'''Invincible Forward Dash''': Anonym's forward dash heavily low profiles and has a little startup invincibility, making it an incredibly strong tool for running away, escaping the corner, and going in for an unexpected attack. | ||
|cons= | |cons= | ||
*'''Ammo Meter''': Anonym's zoning is restricted by the amount of bullets she has, which can make her predictable at best and punishable at worst. | *'''Ammo Meter''': Anonym's zoning is restricted by the amount of bullets she has, which can make her predictable at best and punishable at worst. | ||
*''' | *'''Limited Abare''': Outside of her C normals, Anonym's melee buttons lack range and generally have worse frame data than the rest of cast. Her forward dash of course is great for getting out of pressure but can become predictable. | ||
*'''Lowest Defensive Ratio''': Anonym is tied for the lowest defensive ratio in the game, so she can't take too many hits. | *'''Lowest Defensive Ratio''': Anonym is tied for the lowest defensive ratio in the game, so she can't take too many hits. | ||
}} | }} | ||
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:236A/B/C (EX OK) - ''Trinitas'': Reloads then shoots 3 bullets | :236A/B/C (EX OK) - ''Trinitas'': Reloads then shoots 3 bullets | ||
:214A/B/C (EX OK, Air OK) - ''Angelus'': Jumps then shoots forwards and behind | :214A/B/C (EX OK, Air OK) - ''Angelus'': Jumps then shoots forwards and behind | ||
:22A/B/C (EX OK) - ''Crux'': Shoots upwards while bullets ricochet off the | :22A/B/C (EX OK) - ''Crux'': Shoots upwards while bullets ricochet off the ceiling | ||
;Level 3 Super | ;Level 3 Super | ||
:Triggers automatically upon reaching 0 HP - ''Tetragrammaton'': Resurrection super | :Triggers automatically upon reaching 0 HP - ''Tetragrammaton'': Resurrection super | ||
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|content2= | |content2= | ||
{{Content Box|header=Stats & vitals|content= | {{Content Box|header=Stats & vitals|content= | ||
*'''Armor Ratio''' = 1.050 | *'''Armor Ratio''' = 1.050, 0.875 during '''A+B+C''' | ||
*'''Forward Speed''' = 4.5 dots/f | *'''Forward Speed''' = 4.5 dots/f | ||
*'''Backward Speed''' = 3.5 dots/f | *'''Backward Speed''' = 3.5 dots/f | ||
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*'''Backdash Duration''' = 27F | *'''Backdash Duration''' = 27F | ||
*'''Back Dash''' as well as being invulnerable on frames 1-6 has lower body invincibility for most of the duration. | *'''Back Dash''' as well as being invulnerable on frames 1-6 has lower body invincibility for most of the duration. | ||
*'''Forward Dash''' is invulnerable on frames 1-5. The only forward dash in the game with invulnerability. It can pass through opponents on frames 1-15 and has some upper body invulnerability on frames 6-20 (the whole dash is low to the ground). | *'''Forward Dash''' is invulnerable on frames 1-5. '''The only forward dash in the game with invulnerability.''' It can pass through opponents on frames 1-15 and has some upper body invulnerability on frames 6-20 (the whole dash is low to the ground). | ||
}} | }} | ||
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Basic BNB: 1A > 1B > 6C | Basic BNB: 1A > 1B > 6C | ||
Basic BNB | Basic BNB(2 bullets): 1A > 1B > 4C > 4A > 5B > delay 2C | ||
Metered BNB: 1A > 1B > 4C > 4A > 5B > 214A~C > j. | Metered BNB: 1A > 1B > 4C > 236B+C | ||
Metered BNB(4 bullets): 1A > 1B > 4C > 4A > 5B > 214A~C > j.214B+C | |||
Reflector: B+C > 6C | |||
}} | }} | ||
}} | }} | ||
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'''Character Changes''' | '''Character Changes''' | ||
She has new effects on her bullets and 214X | She has new effects on her bullets and 214X, making them easier to see. Also bullets have a bigger hitbox. | ||
The backwards shot on 22X now launches, although this changes nothing except Blitztank combos. | The backwards shot on 22X now launches, although this changes nothing except Blitztank combos. | ||
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'''Note:''' Bullet normals can only be special cancelled on impact, e.g. 5C whiff>22X by itself won't work, but 5B(5B hits)> 5C (whiff)>22X will. | '''Note:''' Bullet normals can only be special cancelled on impact, e.g. 5C whiff>22X by itself won't work, but 5B(5B hits)> 5C (whiff)>22X will. | ||
{{MoveData | {{MoveData | ||
|name=5A | |name=5A/5[A] | ||
|image=ABK-Anon-5A-Angles 3.png | |image=ABK-Anon-5A-Angles 3.png | ||
|data= | |data= | ||
{{AttackData-ABK | {{AttackData-ABK | ||
| damage = 450 | | damage = 450/784/1005 | ||
| guard = High/Low | | guard = High/Low | ||
| startup = 9 | | startup = 9 | ||
| advHit = +1 | | advHit = +1 | ||
-1 (5[A]) | |||
| advBlock = -6 | | advBlock = -6 | ||
-8 (5[A]) | |||
| description = ::*Anonym fires into the ground 1 to 3 shots (depending on how long you hold the attack button), that ricochet roughly at 2/3 screen point. | | description = ::*Anonym fires into the ground 1 to 3 shots (depending on how long you hold the attack button), that ricochet roughly at 2/3 screen point. | ||
::*The angle makes the bullet really easy to avoid midscreen by jumping, or even dashing over it in some cases, making '''2A''' a much more preferable poke. | |||
::*Good for tacking on a little extra damage on OTG before '''Reloadcancelling''' the last 1-3 bullets, if you notice they're not techrolling their knockdown. | |||
::*The 3 bullets on '''5[A]''' have to be parried 2 times(unless you're Blitztank) | |||
}} | }} | ||
}} | }} | ||
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| advHit = +2 | | advHit = +2 | ||
| advBlock = -8 | | advBlock = -8 | ||
| description = ::*A single shot forward. | | description = ::*A single shot forward. Can be parried on reaction with relative ease, however being able to cancel into it from '''2A''' and leading into specials/'''5C''' afterwards makes it a cornerstone of Anonym's zoning game. | ||
::*Take care when using this move to anti-air, as the hurtbox at the end of the gun comes out before the actual projectile does. | |||
}} | }} | ||
}} | }} | ||
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| advHit = KD | | advHit = KD | ||
| advBlock = -10 | | advBlock = -10 | ||
| description = ::* | | description = ::*A diagonal shot that starts a juggle on hit, can be comboed into '''236A\B''' or '''22C'''. | ||
::*Be careful when using this move as an anti-air, as the angle it hits at will often be jumped over up close. | |||
::*Anonym crouches slightly on startup, letting her get under moves like Elektrosoldat [4]B/C | |||
::*Can be layered in a blockstring, since you usually do 1A > 1B > back jump rising j.4A, those looking to interrupt immediately after 1B might get hit by a delayed 5C, which you then cancel into 22A, making it completely safe unless parried and giving you a short juggle if it hits in the corner. | |||
}} | }} | ||
}} | }} | ||
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| advHit = -1 | | advHit = -1 | ||
| advBlock = -8 | | advBlock = -8 | ||
| description = ::* | | description = ::*An extremely fast forward shot, difficult to parry on reaction without anticipating it, making this a great poke to stick out and keep the zoning game going. | ||
::*Cancel into the rest of your bullet string on impact, or simply recover and keep playing the neutral. | |||
}} | }} | ||
}} | }} | ||
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| advHit = +0 | | advHit = +0 | ||
| advBlock = -11 | | advBlock = -11 | ||
| description = ::*A shot even lower than '''2A''' (so it actually hits low). | | description = ::*A shot even lower than '''2A''' (so it actually hits low). Same bullet speed as '''5B'''. Mix this in instead of '''5B''' from time to time to remind the opponent that you have a low-hitting bullet. Will go through Marilyn 214X. | ||
}} | }} | ||
}} | }} | ||
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| advBlock = -14 | | advBlock = -14 | ||
| description = ::*Another low shot, only this time Anonym lies on the ground, which effectively allows her to evade projectiles and other high attacks. | | description = ::*Another low shot, only this time Anonym lies on the ground, which effectively allows her to evade projectiles and other high attacks. | ||
::*Make sure this move HITS before cancelling into it, as the recovery on block/whiff is brutal. | |||
}} | }} | ||
}} | }} | ||
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| advBlock = VA | | advBlock = VA | ||
| description = ::*Anonym shoots the ground aiming at ~3/4 point of the screen. | | description = ::*Anonym shoots the ground aiming at ~3/4 point of the screen. | ||
::*As an anti-air option you can try a pre-emptive roll/'''66''' behind them and backjump with a rising '''j.A'''. | |||
}} | }} | ||
}} | }} | ||
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| advBlock = VA | | advBlock = VA | ||
| description = ::*A shot directly forward. | | description = ::*A shot directly forward. | ||
}} | }} | ||
}} | }} | ||
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| advHit = -4 | | advHit = -4 | ||
| advBlock = -4 | | advBlock = -4 | ||
| description = ::* | | description = ::*Same range as '''1A'''. | ||
}} | }} | ||
}} | }} | ||
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| startup = 6? | | startup = 6? | ||
| advHit = -4 | | advHit = -4 | ||
| advBlock = - | | advBlock = -4 | ||
| description = ::* | | description = ::*Has enormous range for it's speed and can even interrupt a lot of Fritz's normals. | ||
}} | }} | ||
}} | }} | ||
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| advHit = +0 | | advHit = +0 | ||
| advBlock = +0 | | advBlock = +0 | ||
| description = ::*Same as '''4A''', only crouching and with less damage. | | description = ::*Same range as '''4A''', only crouching and with less damage. | ||
::*Crouching will make it more consistent for confirming a hit, as you're not moving backwards, making this the preferred jab overall. | |||
}} | }} | ||
}} | }} | ||
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| startup = 6? | | startup = 6? | ||
| advHit = +0 | | advHit = +0 | ||
| advBlock = - | | advBlock = -4 | ||
| description = ::*Same as '''4B''', | | description = ::*Same advantage on block as '''4B''', however it moves Anonym forward slightly, making it easier to use for combos and confirms. | ||
}} | }} | ||
}} | }} | ||
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| description = ::*Anonym slides forward feet first, knocking her opponent down. | | description = ::*Anonym slides forward feet first, knocking her opponent down. | ||
::*As with '''2C''', Anonym is very low to the ground. | ::*As with '''2C''', Anonym is very low to the ground. | ||
::*A high risk option, but can net you a Reload if you do manage to hit with the slide. | |||
}} | }} | ||
}} | }} | ||
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| advHit = -4 | | advHit = -4 | ||
| advBlock = -4 | | advBlock = -4 | ||
| description = | | description = ::*The hitbox is good enough that a rising '''j.4A''' will stuff out a lot of moves, making 7j.4A into air bullets/divekicks/j.4C etc. a cornerstone of Anonym keepaway. | ||
::*The hitbox is good enough that a rising j.4A will stuff out a lot of moves, making | |||
}} | }} | ||
}} | }} | ||
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| advHit = VA | | advHit = VA | ||
| advBlock = VA | | advBlock = VA | ||
| description = ::* | | description = ::*Low hitstun and iffy hitbox makes every other air option much more preferred. | ||
}} | }} | ||
}} | }} | ||
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| advHit = VA | | advHit = VA | ||
| advBlock = VA | | advBlock = VA | ||
| description = ::* | | description = ::*Amazing air-to-air with quick startup and long range. Backjump j.4C can be a powerful keepaway tool in some matchups, letting you keep your bullets for more ground zoning. | ||
::*Can combo into rising Airthrow if it hits Air-to-Air low enough to the ground | |||
}} | }} | ||
}} | }} | ||
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== Command Normals == | == Command Normals == | ||
{{MoveData | {{MoveData | ||
|name=リロード - '''Reload''' | |name=リロード - '''Reload''' | ||
|input = 6A | |input = 6A OR A/B/C(when out of ammo) | ||
|image=ABK-Anon-6A.png | |image=ABK-Anon-6A.png | ||
|data= | |data= | ||
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| advHit = N/A | | advHit = N/A | ||
| advBlock = N/A | | advBlock = N/A | ||
| description = | | description = ::*Anonym reloads her guns. Has signifficant recovery, so make sure you have enough space or advantage before reloading. | ||
::*'''22X''' with no bullets left counts as a special for all cancelling purposes. This makes Anonym reload and opens up a key technique that makes her bullethell neutral truly unstoppable - | |||
'''Reloadcancelling'''. | |||
''e.g. | |||
(1 bullet left) 5B > 22X | |||
(2 bullets left) 2A > 5B > 22X | |||
(3 bullets left) 2A > 5B > 5C(whiff) > 22X (only works at fullscreen range! as you're cancelling the hit/block of 5B, not the 5C whiff) | |||
(4 bullets left) 5[A] > 5B > 22X'' | |||
etc. | |||
Make sure to keep track of your current bullet count and look for opportunities to land these strings for a safer Reload! | |||
::*Mix in '''236B''' once they start overcommitting to punish the recovery of your reloads. | |||
}} | }} | ||
}} | }} | ||
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| advHit = KD | | advHit = KD | ||
| advBlock = -16 | | advBlock = -16 | ||
| description = | | description = ::*Leads into her combos, can be used as a pre-emptive anti air due to slow startup, and it remains safe even on airblock. | ||
::* | ::*During the "rising" part of the move has a brief period of low invincibility. | ||
::*'''Does NOT actually put Anonym in the air for it's duration so you can still be thrown out of the startup''' | |||
}} | }} | ||
}} | }} | ||
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| advHit = KD | | advHit = KD | ||
| advBlock = 14? | | advBlock = 14? | ||
| description = | | description = ::*Surprisingly fast normal that is your main setup for Reloads midscreen. Can gatling straight into it from '''4B/1B''' or link into it after a '''4C''' (works even at tip range) | ||
}} | }} | ||
}} | }} | ||
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| advHit = VA | | advHit = VA | ||
| advBlock = VA | | advBlock = VA | ||
| description = A descending front flip. | | description = A descending front flip, with '''j.2A''' dropping straight down, '''j.2B''' - slightly forward, and '''j.2C''' - far forward | ||
::* | ::*The divekick hitbox only kicks in where Anonym is near the ground, so this can still lose to a lot of air-to-airs. | ||
::* | ::*However, it is still a very versatile movement tool that gives you a lot of options, like crossing up crouching opponents, or simply feinting your jump angle with '''j.2A''', regaining screen space with '''j.2B''' or getting out of the corner with '''j.2C'''. | ||
::* | ::*Go for an Airthrow combo/setup if you get an air-to-air hit with any of the divekicks (usually '''j.2B'''). | ||
::* | ::*None of the divekicks hit behind the opponent '''unless they are crouching''', including '''j.2A'''. | ||
::*'''j.2A''' done meaty and low to the ground '''(not TK!)''' will be advantageous enough to parry back the opponent's wakeup parry, giving you a strike/throw(after a whiffed tk/fake divekick) mixup. This is practical after a corner throw, after which you can buffer the correct height for the meaty. This will still lose to wakeup DPs, so be careful going for this setup against DP-happy characters(Akatsuki, Soldat) and players. [https://youtu.be/6zE-Y_iTJ7k Example] | |||
}} | }} | ||
}} | }} | ||
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| advHit = +7 | | advHit = +7 | ||
| advBlock = -6 | | advBlock = -6 | ||
| description = ::*A version makes Anonym roll forward while reloading and then shoots low. | | description = ::*A version makes Anonym roll forward while reloading and then shoots low. Combo filler, mostly used for confirming a '''5C''' hit. Can '''236BC''' afterwards to tack on some extra damage, especially against the big characters(Fritz,Wei,Blitztank), who will likely eat all the bullets from the super even midscreen. | ||
::* | ::* | ||
}} | }} | ||
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| advBlock = -16 | | advBlock = -16 | ||
| description = ::*B version has a delay because of the reloading and is exactly like 5B, but with three shots. | | description = ::*B version has a delay because of the reloading and is exactly like 5B, but with three shots. | ||
::*Mix '''236B''' in places where you would usually '''Reload/6A''' to further trick the opponent. | |||
::* | ::* | ||
}} | }} | ||
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| advBlock = -16 | | advBlock = -16 | ||
| description = ::*C version makes her hop back while reloading, then she shoots in a 45 degree up. | | description = ::*C version makes her hop back while reloading, then she shoots in a 45 degree up. | ||
::* | ::*Can be used for a YOLO reload with bullets in front of you, however the projectile is easy enough to parry and Anonym's backdash is not usually used, nullifying any possibility of using this move for mindgames. | ||
}} | }} | ||
{{AttackData-ABK | {{AttackData-ABK | ||
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| advHit = KD | | advHit = KD | ||
| advBlock = -34 | | advBlock = -34 | ||
| description = Shoots many times in the three directions the normal Trinitas would shoot. | | description = Shoots many times in the three directions the normal Trinitas would shoot. Invulnerable 1-4f on startup. | ||
::*She reloads before and after. | ::*She reloads before and after. | ||
::*With 1-4f startup invulnerability, '''236BC''' is your main reversal option alongside '''22BC'''. This may still trade with some meaties, although the bullet that traded will usually leave you in massive advantage, so mash '''6C''' or a '''5B''' string to confirm that situation(can be done every time you use this as a reversal if you're not sure you can react to the trade). | |||
}} | }} | ||
}} | }} | ||
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::*The first command makes her jump and with each button she jumps higher. The second command makes her shoot while doing a mid-air "jump". | ::*The first command makes her jump and with each button she jumps higher. The second command makes her shoot while doing a mid-air "jump". | ||
::*Without any ammo it can be used as an escaping tool as both commands result in a somewhat double-jump. | ::*Without any ammo it can be used as an escaping tool as both commands result in a somewhat double-jump. | ||
::*214B~A | ::*'''214B~A''' guaranteed covers the screen in bullets, making it a decent, albeit costly, neutral option for retreating. | ||
::*Pressing B+C to do an EX after you've already done the first command won't do the EX version | ::*Pressing B+C to do an EX after you've already done the first command won't do the EX version | ||
::*Aerial version is functionally the second command (she goes in a direction) but it only shoots one bullet that bounces on the ground after a delay. | |||
::*'''j.214C''' and '''j.236A/C''' (when facing away from the opponent, since you have to do the reverse of the input) are the crossups of choice for Anonym. '''j.214A''' can also be used as a movement fakeout for those expecting a j.214C. | |||
::*'''j.214X''' has signifficant hitstun and can be cancelled into '''236BC''' on landing. | |||
}} | }} | ||
{{AttackData-ABK | {{AttackData-ABK | ||
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| header = no | | header = no | ||
| description = Shoots once diagonally up and both bullets (from each gun) ricochet back down. | | description = Shoots once diagonally up and both bullets (from each gun) ricochet back down. | ||
::* | ::*One of your main anti-air options (aside from hard callouts like 5C, Airthrow etc.) | ||
::* | ::*22X with no bullets left will give you a Reload instead, but still counts as a special for all cancelling purposes. See '''Reload (6A)'''. | ||
}} | }} | ||
{{AttackData-ABK | {{AttackData-ABK | ||
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| advHit = KD | | advHit = KD | ||
| advBlock = -14* | | advBlock = -14* | ||
| description = ::*C version has the lowest angle but bullets fall the furthest. | | description = ::*C version has the lowest angle but bullets fall the furthest and picks them up into a combo on hit. | ||
::* | ::*Will mostly ever hit from fullscreen range | ||
::*Combo into 2A > 5B > 236A on raw hit | |||
::*Blitztank beam zoning will easily lose to 22C > 2A > 5B > 236A | |||
}} | }} | ||
{{AttackData-ABK | {{AttackData-ABK | ||
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| advHit = KD | | advHit = KD | ||
| advBlock = -52* | | advBlock = -52* | ||
| description = Creates a somewhat rain of bullets using normal Crux three times (or more) in a row. | | description = Creates a somewhat rain of bullets using normal Crux three times (or more) in a row. Invulnerable 1-4f on startup. | ||
::* | ::*1-4f invuln super you can mix in instead of '''236BC''' if you want to mess up your opponent's parry timings, or if they are above you. | ||
::*Loses it's invulnerability after startup and can trade, just like '''236BC'''. | |||
::*She reloads before and after. | ::*She reloads before and after. | ||
}} | }} | ||
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| advHit = KD | | advHit = KD | ||
| advBlock = N/A | | advBlock = N/A | ||
| description = Anonym performs a quick series of punches and then kicks the opponent away. | | description = Anonym performs a quick series of punches and then kicks the opponent away. Having the best, furthest moving dash in the game, you will be using this a lot. Enough advantage on hit for a '''Reload/236B'''. | ||
}} | }} | ||
}} | }} | ||
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| advHit = KD | | advHit = KD | ||
| advBlock = N/A | | advBlock = N/A | ||
| description = Anonym grabs her enemy, flips and slams him or her into the ground below, then hops away. | | description = Anonym grabs her enemy, flips and slams him or her into the ground below, then hops away. The opponent cannot techroll afterwards. Way less advantage than Ground Throw and leaves you closer to the opponent, which makes doing a Reload afterwards so much riskier. | ||
Nevertheless, Anonym gets a lot of mileage out of Airthrow thanks to her godlike, short recovery dash. Always be on the lookout for opportunities where your opponent will jump, expecting bullet zoning, and will eat a rising Airthrow from you. | |||
TLDR; Your main callout for opponents expecting to get into your range with Jump Parry. | |||
}} | }} | ||
}} | }} | ||
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| advHit = KD | | advHit = KD | ||
| advBlock = +3 | | advBlock = +3 | ||
| description = | | description = '''6C>Reload''' on hit (always works) or '''2A > 2B > 2C''' (hard!) to leave them at further range away from you | ||
}} | }} | ||
}} | }} | ||
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| advHit = KD | | advHit = KD | ||
| advBlock = +3 | | advBlock = +3 | ||
| description = | | description = '''6C''' on hit. | ||
}} | }} | ||
}} | }} | ||
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| advHit = KD | | advHit = KD | ||
| advBlock = +3 | | advBlock = +3 | ||
| description = | | description = Launches them higher, so you can do '''4A > 5B > delay 2C''' on hit or simply '''6C'''. | ||
}} | }} | ||
}} | }} | ||
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| advHit = KD | | advHit = KD | ||
| advBlock = -20 | | advBlock = -20 | ||
| description = A flash of light appears and begins hitting the opponent rapidly 8 times while Anonym | | description = A flash of light appears and begins hitting the opponent rapidly 8 times while Anonym resurrects with 25% of her original health(3600 HP). | ||
::*The '''8 hits''' can be reflected and are treated as projectiles. Ground parry for some extra meter and advantage or jump forward parry to end up as close as possible after it recovers. | |||
::*The hits can be reflected and | ::*The super will force the opponent back during the resurrection by expanding Anonym's collision box (like an invisible force-field). Cannot be punished. | ||
::*The super will force the opponent back during the resurrection by expanding Anonym's collision box (like an invisible force-field). | ::*For 6 seconds after she stands up, Anonym gets a -25% to Damage Taken and deals +25% more Damage herself. | ||
::*For | |||
}} | }} | ||
}} | }} | ||
Line 730: | Line 748: | ||
A hit-and-run type of zoner, Anonym wants to play the system mechanics while preventing her opponent from doing the same. Although she lacks any sort of blockstrings up close, her many movement options let her set up throws while, at the same time, playing around the opponent's toolkit and being a scary presence in neutral in general, chip damage on bullets to boot. Anonym not only has to manage her bullet count, but also her position on the screen, as being in the corner for her is a death sentence in a lot of matchups. The 3 bar passive '''Resurrection''' is very useful here, giving Anonym a second chance at least once per match. | A hit-and-run type of zoner, Anonym wants to play the system mechanics while preventing her opponent from doing the same. Although she lacks any sort of blockstrings up close, her many movement options let her set up throws while, at the same time, playing around the opponent's toolkit and being a scary presence in neutral in general, chip damage on bullets to boot. Anonym not only has to manage her bullet count, but also her position on the screen, as being in the corner for her is a death sentence in a lot of matchups. The 3 bar passive '''Resurrection''' is very useful here, giving Anonym a second chance at least once per match. | ||
General notes: | |||
*''' | *'''7j.4A j.A/j.B/late j.C''' | ||
*''' | *Special cancel into '''22X''' when out of bullets to reload faster, this is core knowledge for this character. (See '''Reload''') | ||
* | *Bullet normals can only be special cancelled once a bullet reaches the opponent, be it on hit, block or parry. | ||
*Jumping parry is the best way to get close to Anonym after her Resurrection. | |||
* | *Constantly be on the lookout for opportunities for a roll/66 behind your opponent, so you can keep moving backwards while covering the screen with bullets. DO NOT turtle straight into the corner, this is where Anonym starts losing the match! | ||
*''' | *Roll/'''66''' has very little recovery, so if you know your opponent's habits well, you can 66 rising Airthrow/66 Throw as a hard callout. | ||
*''' | *Likewise, you can layer rolls into your neutral to regain space even when not being aggressive e.g. roll forward '''66''' > backjump '''j.4A''' > '''j.4A/B'''. | ||
*''' | *'''j.214C > 236BC''' to get behind them or input '''j.236A/236C''' if already jumping over them for a pseudo-mixup. | ||
*After blocked '''j.2X''', up back '''j.A''' is strong against opponents who mash. | |||
===Escaping the Corner=== | ===Escaping the Corner=== | ||
Line 778: | Line 781: | ||
-The trajectory is not as forgiving, if the position does not look favorable, opt for j214A to fake out | -The trajectory is not as forgiving, if the position does not look favorable, opt for j214A to fake out | ||
-Confirm into 236BC on hit(always worth it if you can react to it) | |||
Line 808: | Line 813: | ||
== Combos == | == Combos == | ||
=== | {| class="wikitable sortable" border="1" style="min-width: 300px; text-align: left" | ||
|- | |||
! style="width: 3em;" | Symbol!! | Meaning | |||
|- | |||
| > || Cancel from the previous move to the following move | |||
|- | |||
| land || The player must land | |||
|- | |||
| , || Link from the previous move to the following move | |||
|- | |||
| dl./delay || Delay before using the following move | |||
|- | |||
| nj.X || Neutral Jump | |||
|- | |||
| X~Y || Use Y followup after hitting X move | |||
|- | |||
| AA || Anti-Air, must hit an airborne opponent | |||
|- | |||
| [X] || Hold the input | |||
|- | |||
| (X) || Optional input | |||
|- | |||
| [X]*N || Repeat (sequence) N number of times | |||
|} | |||
'''Note:''' 236BC and 214BC replenish all of your bullets. | |||
===Midscreen Combos=== | |||
: | {| class="wikitable sortable" border="1" style="text-align: center" | ||
|- | |||
Sends | !! style="width: 35em;" | Combo !! Damage !! Bullet Cost !! Video !! style="width: 45em;" | Notes | ||
|- | |||
|| 1A > 1B > 6C || 1596 || 0 || https://youtu.be/xgqN0dVruJk || | |||
Go-to far 1A confirm. At closer ranges, do 4C into... | |||
|- | |||
|| 1A > 1B > 4C, 1A > 5B delay 2C || 2357 || 2 || https://youtu.be/mzmG7OOKWAY || | |||
Anonym's midscreen BnB. Sends the opponent back to fullscreen | |||
|- | |||
: | || 1A > 4B > 4C, 1B > 2C || 2226 || 1 || https://youtu.be/Ex3MhqROujc || | ||
For when you only have 1 bullet | |||
|- | |||
|| 1A > 1B > 4C, 1B > 6C || 2141 || 0 || - || | |||
: | Close range confirm that costs no bullets | ||
|- | |||
|| 1A > 1B > 4C, 1B > 1C || 2226 || 0 || https://youtu.be/KTvS7V-L-q4 || | |||
: | Ditto | ||
|- | |||
|| 1A > 1B > 4C > 6C || 1961 || 0 || - || | |||
When you see that the 4C hit with the very tip of it's hitbox, link into 6C. 1C also works, but leaves you closer on hit | |||
|- | |||
: | || 1A > 4B > 4C, 1A > 5B > 236A || 2463 || 1 || https://youtu.be/uMItShTCFV0 || | ||
236A leaves you with 3 Bullets. Not ideal unless you REALLY feel like closing in on your opponent | |||
|- | |||
|| 1A > 4B > 4C delay 236BC || 3060 || 0 || https://youtu.be/1YHPDrc8p6M || | |||
A basic metered option that reloads and tacks on a little extra damage, especially at lower Guts ratings | |||
|- | |||
|| 1A > 1B > 4C, 4A > 5B > 214A~C > j.214BC || 3669~ || 2-4 || - || | |||
Anonym's main metered BnB, as well as her max damage midscreen. Omitting j.214BC results in 2534 damage | |||
|- | |||
|| 1A > 1B > 4C, 4A > 5B > 214A~C > 236BC || 3927 || 4 || https://youtu.be/0-2G9irGfL8 || | |||
Needs to be close enough to the corner for the 214A~C to chase them down. | |||
|} | |||
===Corner Combos=== | ===Corner Combos=== | ||
{| class="wikitable sortable" border="1" style="text-align: center" | |||
|- | |||
: | !! style="width: 35em;" | Combo !! Damage !! Bullet Cost !! Video !! style="width: 45em;" | Notes | ||
|- | |||
|| 1A > 1B > 4C, 4A > 5B > 5C > 236A > 236BC || 3635~ || 2 || - || | |||
The Midscreen-to-Corner combo(at the range where 5C hits). Cancelling into 236BC is always worth it, just like with all of the corner combos | |||
|- | |||
|| 1A > 1B > 4C, 1A > 5B > 5C > 22A > 5A > 5B > 5C > delay 236BC || 4412 || 6 || - || | |||
The Corner Loop. Basically, 5C lets you go into another gatling of choice. Theoretically, you can end the juggle in a number of different ways: 1B > 6C, Reloadcancel on the last bullet or a fake/real meaty 22A, but if you are seriously hitting someone in the corner with the game's keepaway zoner, you should capitalize by ending with a delayed 236BC, which will also bring you back to full bullets. All instances of 1A can be 4A, but 1A is preferred for consistency. These can cost anything, from 6 bullets... | |||
|- | |||
: | || 1A > 1B > 4C, 1A > 5B > 5C > 22B, 1A > 5B > 5C XX 236BC || 4530 || 5 || https://youtu.be/tl3FTXAp-oA || | ||
...to 5 bullets... | |||
|- | |||
|| 1A > 1B > 4C, 1A > 5B > 5C, 1A > 5B > 5C > delay 236BC || 4203 || 4 || - || | |||
...to 4 bullets... | |||
|- | |||
|| 1A > 1B > 4C, 1A > 5B > 5C, 1A > 1B > 5C XX 236BC || 4156 || 3 || - || | |||
: | ...to 3 bullets... | ||
|- | |||
|| 1A > 1B > 4C, 1B > 5C, 1A > 1B > 5C XX 236BC || 4170 || 2 || https://youtu.be/FOct2c2paGU || | |||
|- | |||
|| 1A > 1B > 4C, 1A > 5B > 5C XX 236B XX 236BC || 4009 || 2 || https://youtu.be/SFf83_bsY2M || | |||
...to 2 bullets... | |||
: | |- | ||
|| 1A > 1B > 4C, 1A > 1B > 5C > 1A > 1B > 6C || 2832 || 1 || - || | |||
|- | |||
|| 1A > 4B > 4C, 1B > 5C XX 236A XX 236BC || 3860 || 1 || https://youtu.be/I6C_2SZgjOU || | |||
...to 1 bullet | |||
|- | |||
|| 1A > 1B > 4C, 1B > 1A > 1B > 6C || 2403 || 0 || - || | |||
Use ONLY if you have 0 bullets and are somehow getting a hit in the corner | |||
|- | |||
|| 5C > 22A > 5B > 5C > 1A > 1B > 236BC || 4360 || 4 || - || | |||
5C > 22A Confirm example. Although this is a lot riskier to attempt in the corner, where the opponent is not pushed back on block, and a parried bullet can get you thrown into the corner | |||
|} | |||
===Reflector Combos=== | ===Reflector Combos=== | ||
{| class="wikitable sortable" border="1" style="text-align: center" | |||
|- | |||
!! style="width: 35em;" | Combo !! Damage !! Position !! Bullet Cost !! Video !! style="width: 45em;" | Notes | |||
|- | |||
|| Reflector, 6C || 1280 || Anywhere || 0 || - || | |||
Basic and easy Reflector combo, Reload afterwards | |||
|- | |||
|| Reflector, 2A > 2B > 2C || 1182 || Midscreen || 3 || - || | |||
Will actually do slightly more damage than the above combo on average due to the higher amount of hits. Leaves them further away, but linking into 2A can be hard | |||
|} | |||
:: | |||
===Situational Combos=== | ===Situational Combos=== | ||
{| class="wikitable sortable" border="1" style="text-align: center" | |||
|- | |||
!! style="width: 35em;" | Combo !! Damage !! Bullet Cost !! Video !! style="width: 45em;" | Notes | |||
|- | |||
|| AA j.2B/C, land, Air Throw || - || 0 || - || | |||
More of an Air Throw setup than an actual combo | |||
|- | |||
|| 22C, 2A > 5B > 214A~A > (214BC) || 3249 || 4-6 || - || | |||
Fullscreen confirm with 22C. Omitting 214BC makes the combo cost 4 to 6 bullets and deal 2105 damage | |||
Fullscreen confirm with 22C | |- | ||
|| 22C, 2A > 5B > 236A > (214BC) || 2845 || 3 || - || | |||
A way cheaper variant of the previous combo. Omitting 214BC makes the combo cost 3 bullets and deal 2032 damage | |||
|- | |||
|| AA 4C, slight delay 236BC || 3346 || 0 || - || | |||
Anti-air 4C becomes a whole lot more appealing once you run out of bullets | |||
|- | |||
|| 5C > 22C || 2034 || 1 || - || | |||
3/4 Screen autopilot 5C > 22C will combo, as 22C shoots at pretty much the same angle | |||
|- | |||
|| 5C > 236A/B || 2467 || 3 || - || | |||
5C > 236A will always work, but you have to be sure the 5C will definitely hit them. 236B also works, if you're close enough | |||
|- | |||
|| Far 1C > 236BC || 2341 || 0 || - || | |||
1C actually launches them on hit, letting you combo into 236BC and get a reload if you somehow get a hit close to the corner | |||
|- | |||
|| CH 236BC, 6C || 2031 || 0 || - || | |||
For when 236BC trades. Buffer the 6C every time you try to wake up with this super for more consistency | |||
|- | |||
|| AA 4C, Air Throw || 2912 || 0 || - || | |||
236BC | For when you have no bullets AND no meter for the 236BC | ||
|- | |||
|| 2A > 5B > 236BC || 2079/1886/2127 || 2 || - || | |||
If it can win you the match, might as well | |||
|- | |||
|| 4B > 22A > j.4A > j.4C > 1A > 5B > 5C > 22A > 22BC || 5216 || 4 || - || | |||
Blitztank-specific. All hits of 22BC connecting deals massive damage | |||
|} | |||
== Frame Data == | == Frame Data == |
Latest revision as of 18:09, 15 April 2024
Background
An armed officer of the Inquisition from the religious society, Holy Club. She is dispatched to destroy Gesellschaft, the organization supporting the heretic Perfecti Cult. She is a master of "Lambuth Style Gun-jutsu" a combination of oriental kempo and pistols. (from character selection screen)
Read the translation of her arcade mode!
Introduction
Anonym is a slippery runaway zoner that is limited by her unique bullet meter. Many of her normals shoot bullets, which must be reloaded at some point or you risk running out. She works great at fullscreen and has many good options up close to escape pressure. Since her bullets travel quickly, they can be difficult to parry and blocking bullets rewards Anonym with chip damage and screen space. Managing your bullets is the key to success, and with them, you can keep your opponent constantly guessing.
Similar to: Happy Chaos, Sion/Eltnum, Vlov
- All of Anonym's shooting normals act as special attacks and inflict guard damage.
Strengths | Weaknesses |
---|---|
|
|
All damage values below were tested on Akatsuki with 1.000 armor ratio and full life on both sides (remember about "Health difference" and "Guts" systems)
Character Summary
- Special Moves
- 236A/B/C (EX OK) - Trinitas: Reloads then shoots 3 bullets
- 214A/B/C (EX OK, Air OK) - Angelus: Jumps then shoots forwards and behind
- 22A/B/C (EX OK) - Crux: Shoots upwards while bullets ricochet off the ceiling
- Level 3 Super
- Triggers automatically upon reaching 0 HP - Tetragrammaton: Resurrection super
- Unique Attacks
- Holding back while pressing a button will do a "normal" attack, consuming no bullets
- 5[A], 6A, 4C, 6C, j.2A/B/C
- Armor Ratio = 1.050, 0.875 during A+B+C
- Forward Speed = 4.5 dots/f
- Backward Speed = 3.5 dots/f
- Jump Startup = 3F
- Backdash Duration = 27F
- Back Dash as well as being invulnerable on frames 1-6 has lower body invincibility for most of the duration.
- Forward Dash is invulnerable on frames 1-5. The only forward dash in the game with invulnerability. It can pass through opponents on frames 1-15 and has some upper body invulnerability on frames 6-20 (the whole dash is low to the ground).
Basic BNB: 1A > 1B > 6C
Basic BNB(2 bullets): 1A > 1B > 4C > 4A > 5B > delay 2C
Metered BNB: 1A > 1B > 4C > 236B+C
Metered BNB(4 bullets): 1A > 1B > 4C > 4A > 5B > 214A~C > j.214B+C
Reflector: B+C > 6C
Notes on Ausf. Achse
Universal Changes
No notable changes.
Character Changes
She has new effects on her bullets and 214X, making them easier to see. Also bullets have a bigger hitbox.
The backwards shot on 22X now launches, although this changes nothing except Blitztank combos.
Aerial gun normals have more landing recovery. On top of that, you can no longer cancel the landing recovery of them with a special.
Shooting Normal Moves
Note: Bullet normals can only be special cancelled on impact, e.g. 5C whiff>22X by itself won't work, but 5B(5B hits)> 5C (whiff)>22X will.
5A/5[A]
|
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5B
|
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5C
|
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2/3A
|
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2/3B
|
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2/3C
|
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j.A
|
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j.B
|
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j.C
|
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Melee Normal Moves
4A
|
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4B
|
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1A
|
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1B
|
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1C
|
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j.4A
|
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j.4B
|
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j.4C
|
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Command Normals
リロード - Reload
6A OR A/B/C(when out of ammo) |
---|
キルクイトス - Circuitus
4C |
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カノーネ - Kanone
6C |
---|
アヴァタール - Avatar
j.2A/B/C |
---|
Special moves
トリニタス - Trinitas 236+A/B/C/B+C A version A version B version B version C version C version EX version EX version
|
---|
アンゲルス - Angelus 214+A/B/C/B+C, A/B/C (Air OK!) Only the first line for the aerial version. Double the amount of bullets on EX. Only the first line for the aerial version. Double the amount of bullets on EX.
|
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クルクス - Crux 22+A/B/C/B+C A version A version B version B version C version C version EX version EX version
|
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Universal Mechanics
Throws
Forward Throw
4/5/6+A+B |
---|
Air Throw
j.4/5/6+A+B |
---|
Reflectors
Standing Reflector
4/5/6+B+C |
---|
Crouching Reflector
1/2/3+B+C |
---|
Jumping Reflector
7/8/9+B+C |
---|
Super Move
テトラグラマトン - Tetragrammaton Executes automatically when KO'ed (needs 3 super stocks) Can't be visualized since its considered a projectile Can't be visualized since its considered a projectile
|
---|
General Strategy
Overview
"Through analysis of thousands of recorded gunfights, the Cleric has determined that the geometric distribution of antagonists in any gun battle is a statistically-predictable element. The Gun Kata treats the gun as a total weapon, each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents, while keeping the defender clear of the statistically-traditional trajectories of return fire. By the rote mastery of this art, your firing efficiency will rise by no less than 120%. The difference of a 63% increased lethal proficiency makes the master of the Gun Katas an adversary not to be taken lightly." - DuPont
A hit-and-run type of zoner, Anonym wants to play the system mechanics while preventing her opponent from doing the same. Although she lacks any sort of blockstrings up close, her many movement options let her set up throws while, at the same time, playing around the opponent's toolkit and being a scary presence in neutral in general, chip damage on bullets to boot. Anonym not only has to manage her bullet count, but also her position on the screen, as being in the corner for her is a death sentence in a lot of matchups. The 3 bar passive Resurrection is very useful here, giving Anonym a second chance at least once per match.
General notes:
- 7j.4A j.A/j.B/late j.C
- Special cancel into 22X when out of bullets to reload faster, this is core knowledge for this character. (See Reload)
- Bullet normals can only be special cancelled once a bullet reaches the opponent, be it on hit, block or parry.
- Jumping parry is the best way to get close to Anonym after her Resurrection.
- Constantly be on the lookout for opportunities for a roll/66 behind your opponent, so you can keep moving backwards while covering the screen with bullets. DO NOT turtle straight into the corner, this is where Anonym starts losing the match!
- Roll/66 has very little recovery, so if you know your opponent's habits well, you can 66 rising Airthrow/66 Throw as a hard callout.
- Likewise, you can layer rolls into your neutral to regain space even when not being aggressive e.g. roll forward 66 > backjump j.4A > j.4A/B.
- j.214C > 236BC to get behind them or input j.236A/236C if already jumping over them for a pseudo-mixup.
- After blocked j.2X, up back j.A is strong against opponents who mash.
Escaping the Corner
j2C
-Flip over the opponent to travel behind them
-The distance covered is always usually good, but can leave you open to a back attack
j214C
-Similar to j2C, although even better when the opponent gets counter hit
-The trajectory is not as forgiving, if the position does not look favorable, opt for j214A to fake out
-Confirm into 236BC on hit(always worth it if you can react to it)
66
-Surprisingly a good option as Anonym has some invincibility frames, can pass through fireballs with ease
-Works even better if the opponent jumps and you read/react to it
1C
-Similar to 66, although with more recovery
236BC
-If you can string into it, usually a favorable situation due to the sheer amount of knockback
-Not always advised on wakeup, but not a terrible idea either
-Can be painful when parried
Fighting your way out
Self explanatory, but most used normals for this situation are:
-1A, 1B, 1C, 4C, 6C
Combos
Symbol | Meaning |
---|---|
> | Cancel from the previous move to the following move |
land | The player must land |
, | Link from the previous move to the following move |
dl./delay | Delay before using the following move |
nj.X | Neutral Jump |
X~Y | Use Y followup after hitting X move |
AA | Anti-Air, must hit an airborne opponent |
[X] | Hold the input |
(X) | Optional input |
[X]*N | Repeat (sequence) N number of times |
Note: 236BC and 214BC replenish all of your bullets.
Midscreen Combos
Combo | Damage | Bullet Cost | Video | Notes |
---|---|---|---|---|
1A > 1B > 6C | 1596 | 0 | https://youtu.be/xgqN0dVruJk |
Go-to far 1A confirm. At closer ranges, do 4C into... |
1A > 1B > 4C, 1A > 5B delay 2C | 2357 | 2 | https://youtu.be/mzmG7OOKWAY |
Anonym's midscreen BnB. Sends the opponent back to fullscreen |
1A > 4B > 4C, 1B > 2C | 2226 | 1 | https://youtu.be/Ex3MhqROujc |
For when you only have 1 bullet |
1A > 1B > 4C, 1B > 6C | 2141 | 0 | - |
Close range confirm that costs no bullets |
1A > 1B > 4C, 1B > 1C | 2226 | 0 | https://youtu.be/KTvS7V-L-q4 |
Ditto |
1A > 1B > 4C > 6C | 1961 | 0 | - |
When you see that the 4C hit with the very tip of it's hitbox, link into 6C. 1C also works, but leaves you closer on hit |
1A > 4B > 4C, 1A > 5B > 236A | 2463 | 1 | https://youtu.be/uMItShTCFV0 |
236A leaves you with 3 Bullets. Not ideal unless you REALLY feel like closing in on your opponent |
1A > 4B > 4C delay 236BC | 3060 | 0 | https://youtu.be/1YHPDrc8p6M |
A basic metered option that reloads and tacks on a little extra damage, especially at lower Guts ratings |
1A > 1B > 4C, 4A > 5B > 214A~C > j.214BC | 3669~ | 2-4 | - |
Anonym's main metered BnB, as well as her max damage midscreen. Omitting j.214BC results in 2534 damage |
1A > 1B > 4C, 4A > 5B > 214A~C > 236BC | 3927 | 4 | https://youtu.be/0-2G9irGfL8 |
Needs to be close enough to the corner for the 214A~C to chase them down. |
Corner Combos
Combo | Damage | Bullet Cost | Video | Notes |
---|---|---|---|---|
1A > 1B > 4C, 4A > 5B > 5C > 236A > 236BC | 3635~ | 2 | - |
The Midscreen-to-Corner combo(at the range where 5C hits). Cancelling into 236BC is always worth it, just like with all of the corner combos |
1A > 1B > 4C, 1A > 5B > 5C > 22A > 5A > 5B > 5C > delay 236BC | 4412 | 6 | - |
The Corner Loop. Basically, 5C lets you go into another gatling of choice. Theoretically, you can end the juggle in a number of different ways: 1B > 6C, Reloadcancel on the last bullet or a fake/real meaty 22A, but if you are seriously hitting someone in the corner with the game's keepaway zoner, you should capitalize by ending with a delayed 236BC, which will also bring you back to full bullets. All instances of 1A can be 4A, but 1A is preferred for consistency. These can cost anything, from 6 bullets... |
1A > 1B > 4C, 1A > 5B > 5C > 22B, 1A > 5B > 5C XX 236BC | 4530 | 5 | https://youtu.be/tl3FTXAp-oA |
...to 5 bullets... |
1A > 1B > 4C, 1A > 5B > 5C, 1A > 5B > 5C > delay 236BC | 4203 | 4 | - |
...to 4 bullets... |
1A > 1B > 4C, 1A > 5B > 5C, 1A > 1B > 5C XX 236BC | 4156 | 3 | - |
...to 3 bullets... |
1A > 1B > 4C, 1B > 5C, 1A > 1B > 5C XX 236BC | 4170 | 2 | https://youtu.be/FOct2c2paGU | |
1A > 1B > 4C, 1A > 5B > 5C XX 236B XX 236BC | 4009 | 2 | https://youtu.be/SFf83_bsY2M |
...to 2 bullets... |
1A > 1B > 4C, 1A > 1B > 5C > 1A > 1B > 6C | 2832 | 1 | - | |
1A > 4B > 4C, 1B > 5C XX 236A XX 236BC | 3860 | 1 | https://youtu.be/I6C_2SZgjOU |
...to 1 bullet |
1A > 1B > 4C, 1B > 1A > 1B > 6C | 2403 | 0 | - |
Use ONLY if you have 0 bullets and are somehow getting a hit in the corner |
5C > 22A > 5B > 5C > 1A > 1B > 236BC | 4360 | 4 | - |
5C > 22A Confirm example. Although this is a lot riskier to attempt in the corner, where the opponent is not pushed back on block, and a parried bullet can get you thrown into the corner |
Reflector Combos
Combo | Damage | Position | Bullet Cost | Video | Notes |
---|---|---|---|---|---|
Reflector, 6C | 1280 | Anywhere | 0 | - |
Basic and easy Reflector combo, Reload afterwards |
Reflector, 2A > 2B > 2C | 1182 | Midscreen | 3 | - |
Will actually do slightly more damage than the above combo on average due to the higher amount of hits. Leaves them further away, but linking into 2A can be hard |
Situational Combos
Combo | Damage | Bullet Cost | Video | Notes |
---|---|---|---|---|
AA j.2B/C, land, Air Throw | - | 0 | - |
More of an Air Throw setup than an actual combo |
22C, 2A > 5B > 214A~A > (214BC) | 3249 | 4-6 | - |
Fullscreen confirm with 22C. Omitting 214BC makes the combo cost 4 to 6 bullets and deal 2105 damage |
22C, 2A > 5B > 236A > (214BC) | 2845 | 3 | - |
A way cheaper variant of the previous combo. Omitting 214BC makes the combo cost 3 bullets and deal 2032 damage |
AA 4C, slight delay 236BC | 3346 | 0 | - |
Anti-air 4C becomes a whole lot more appealing once you run out of bullets |
5C > 22C | 2034 | 1 | - |
3/4 Screen autopilot 5C > 22C will combo, as 22C shoots at pretty much the same angle |
5C > 236A/B | 2467 | 3 | - |
5C > 236A will always work, but you have to be sure the 5C will definitely hit them. 236B also works, if you're close enough |
Far 1C > 236BC | 2341 | 0 | - |
1C actually launches them on hit, letting you combo into 236BC and get a reload if you somehow get a hit close to the corner |
CH 236BC, 6C | 2031 | 0 | - |
For when 236BC trades. Buffer the 6C every time you try to wake up with this super for more consistency |
AA 4C, Air Throw | 2912 | 0 | - |
For when you have no bullets AND no meter for the 236BC |
2A > 5B > 236BC | 2079/1886/2127 | 2 | - |
If it can win you the match, might as well |
4B > 22A > j.4A > j.4C > 1A > 5B > 5C > 22A > 22BC | 5216 | 4 | - |
Blitztank-specific. All hits of 22BC connecting deals massive damage |
Frame Data
source
KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
| Frames | Frame Advantage | Attack | Total | Startup | On Hit | On Block | Notes Throws and Reflectors --------------------------------------- 4/5/6+A+B | 20 | 5 | KD | -- | j.4/5/6+A+B | 21 | 3 | KD | -- | 5+B+C | 17 | 7 | KD | +3 | c.B+C | 17 | 7 | KD | +3 | j.B+C | 16 | 6 | KD | +3 | A+C | 58 | -- | -- | -- | cancellable after 32F Shooting Normals --------------------------------------- 5A | 28 | 9 | +1 | -6 | 2 shot 5[A] | 35 | "" | -1 | -8 | 3 shot 5[A] | 40 | "" | -1 | -8 | 5B | 34 | 11 | +2 | -8 | 5C | 40 | 13 | KD | -10 | 2/3A | 30 | 9 | -1 | -8 | 2/3B | 36 | 11 | +0 | -10 | 2/3C | 44 | 13 | -1 | -14 | j.A | VA | 7 | VA | VA | landing recovery 8F? *UV j.B | VA | 9 | VA | VA | landing recovery 8F? *UV j.C | VA | 11 | VA | VA | landing recovery 8F? *UV Melee Normals --------------------------------------- 4A | 19 | 4 | -4 | -4 | 4B | 24 | 6? | -4 | -6 | *UV 1A | 15 | 4 | +0 | +0 | 1B | 20 | 6? | +0 | -2 | *UV 1C | 40 | 9 | KD | -16 | j.4A | 19 | 4 | -4 | -4 | j.4B | 20 | 5 | VA | VA | j.4C | 25 | 6 | VA | VA | Command Normals --------------------------------------- 6A | 39 | -- | -- | -- | reloads on 21F 4C | 38 | 10? | KD | -16 | *UV 6C | 35? | 7? | KD | -14? | *UV j.2A | VA | 23 | VA | VA | landing recovery 6F j.2B | VA | 23 | VA | VA | landing recovery 6F j.2C | VA | 23 | VA | VA | landing recovery 6F Specials --------------------------------------- 236+A | 66 | 35 | +7 | -6 | reloads on 21F 236+B | 74 | 33 | -3 | -16 | reloads on 21F 236+C | 75 | 34 | KD | -16 | reloads on 22F 214+A | 46 | -- | -- | -- | 214+B | 52 | -- | -- | -- | 214+C | 58 | -- | -- | -- | 214 > A | VA | 13 | VA | VA | landing recovery 20F 214 > B | VA | 13 | VA | VA | landing recovery 20F 214 > C | VA | 13 | VA | VA | landing recovery 20F j.214+A | VA | 26 | VA | VA | landing recovery 20F j.214+B | VA | 26 | VA | VA | landing recovery 20F j.214+C | VA | 26 | VA | VA | landing recovery 20F 22+A | 34 | 11 | +6* | -6* | *only if airborne opponent gets hit by/guards 1st shot 22+B | 38 | 11 | +2* | -10* | *only if airborne opponent gets hit by/guards 1st shot 22+C | 42 | 11 | KD | -14* | *only if airborne opponent guards 1st shot EX and Level 3 --------------------------------------- 236+B+C | 86 | 5 | KD | -34 | 1~4F invincible, reloads on 68F of ex-flash, hard to hit with the 1st shot from up close 214+B+C | 79 | 13 | KD | -31* | 1~11F invincible, reloads on 68F of ex-flash, *if the last shot was blocked j.214+B+C | VA | 15 | KD | VA | 1~15F invincible, landing recovery 51F, reloads on 33F of ex-flash, 22+B+C | 107 | 5 | KD | -52* | 1~4F invincible, reloads on 89F of ex-flash, *if the last shot was blocked level 3 | 90 | 11 | KD | -20 | superflash 90F, all frames invincible
Trivia