Akatsuki Blitzkampf/Anonym: Difference between revisions
No edit summary |
No edit summary |
||
Line 45: | Line 45: | ||
: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 |
Revision as of 02:22, 2 April 2022
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, Sharon, Sion/Eltnum
- 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
- 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 with Bullets: 1A > 1B > 4C > 4A > delay 5B > 2C
Metered BNB: 1A > 1B > 4C > 4A > 5B > 214A~C > j.214BC
Notes on Ausf. Achse
Universal Changes
No notable changes.
Character Changes
She has new effects on her bullets and 214X although these are entirely visual.
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
|
---|
5B
|
---|
5C
|
---|
2/3A
|
---|
2/3B
|
---|
2/3C
|
---|
j.A
|
---|
j.B
|
---|
j.C
|
---|
A/B/C (on the ground and when out of ammo)
|
---|
Melee Normal Moves
4A
|
---|
4B
|
---|
1A
|
---|
1B
|
---|
1C
|
---|
j.4A
|
---|
j.4B
|
---|
j.4C
|
---|
Command Normals
5[A]
|
---|
リロード - Reload
6A |
---|
キルクイトス - Circuitus
4C |
---|
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 |
---|
アンゲルス - Angelus
214+A/B/C/B+C, A/B/C (Air OK!) |
---|
クルクス - Crux
22+A/B/C/B+C |
---|
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) |
---|
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.
- 9j.4A j.B
- Special cancel into 22X when out of bullets to reload faster, this is core knowledge for this character.
- Bullet normals can only be special cancelled once a bullet reaches the opponent, be it on hit, block or parry.
- After blocked j.2X, up back j.A is strong against opponents who mash.
- Jumping parry is the best way to get close to Anonym after her Resurrection.
Best Stand-alone Normals (Revolver)
- Midscreen 5A
- 2A
- 3/4 Screen 5C
- Varied j.B
- Late j.C
Shot Sequences
- 5B -> 5C -> 22B/C
- 5B -> 2C
- 2A -> 5B
- 5A/[A] -> 5B -> [22C]
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
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
Midscreen Combos
- Far 1A -> 1B -> 6C
- [dmg.1596]
Very useful confirm that sees a lot of use, as 4C requires you to be close to your opponent.
- {2Rds} - (1A -> 1B) 4C -> 4A -> delay 5B -> 2C
- [dmg.2235]
Sends your opponent to the other side of the screen, where you want them to be.
- (1A -> 1B) 4C -> 1B -> 6C
- [dmg.2141]
- (1A -> 1B) 4C -> 4B -> 1C
- [dmg.2128]
- {1Rd} - (1A -> 1B) 4C -> 4A -> 5B -> 236A
- [dmg.2463]
- {2~4Rds} - (1A -> 1B) 4C -> 4A -> 5B -> 214A~C -> [air 214BC]
- [max rds 2534 / max rds + EX 3669]
- Close Anti-Air 4C -> AirThrow
- [dmg.2912]
A somewhat situational combo requiring 0rds and no EX followups. Damage is on par with (if not better than) many of Anonym's revolver-dependent and meterless combos but involves considerable spacing and may also invite the threat of jump-reflector opposition.
Corner Combos
- (1A -> 1B) 4C -> 1B -> 1A -> 1B -> 6C
- [dmg.2403]
- <Alternative> 4C -> 2B -> 2B -> 6C (Sai, Mycale)
- [dmg.2320]
Basic Corner BnB
- {1Rd} - (1A -> 1B) 4C -> 4B -> 5C -> 1A -> 4B -> 6C
- [dmg. 2845]
- (2Rds) - (1A -> 1B) 4C -> 4A -> 22A -> 4B -> 22B -> 1A -> 4B -> 6C
- [dmg.2986]
- (3Rds) - (1A -> 1B) 4C -> 4A -> 5A -> 5B -> 5C -> 236B -> 236BC
- [dmg.4180]
Very hard combo, feels like a one frame link. Gets the most damage for rounds used.
- {4Rds} - (1A -> 1B) 4C -> 2A -> 5B -> 5C -> 22A -> 5A -> 1A -> 1B -> 6C
- [dmg.3175]
- {4Rds} - (1A -> 1B) -> 4C -> 4A -> delay 4B -> 5C -> 214A~C -> 22BC
- [dmg.4009]
Reflector Combos
Midscreen
- Ref -> 6C -> Reload
- [dmg.1540]
- {1Rd} - Ref -> 4B -> 2C
- [dmg.1767]
- {1Rd} - Close Ref -> J4A -> J214C -> 236BC
- [dmg.2414]
- {2Rds} - Ref -> 4A -> delay 5B -> 2C
- [dmg.1582]
- {2Rds} - Close Ref -> 5B -> 5C -> 236A
- [dmg.2419]
- {3Rds} - Close Ref -> 2A -> 5B -> 5C -> 236A -> [214BC]
- [dmg.2089 / + EX dmg.3233]
- {3Rds} - Far Ref -> 2A -> delay 5B -> delay 2C
- [dmg.1507]
- {3~5Rds} - Far Ref -> 5A/[A] -> 2B -> 2C
- [max dmg.1627]
Corner
- {2Rds} - Close Ref -> 1B -> 22A -> 4B -> 22A -> 4A -> 4B -> 6C
- [dmg.2546]
- {4Rds} - Close Ref -> 1B -> 22A -> 4B -> 22A -> 4A -> 5B -> 5C -> 236BC
- [dmg.3833]
- {4Rds} - Ref -> 4B -> 5C -> 214A~C -> 22BC
- [dmg.4189]
Situational Combos
- j.2B/C air-to-air -> land -> Airthrow
Not so much a combo as it is a setup for the airthrow.
- {3Rds} - 22C -> 2A -> 5B -> 236A -> [214BC]
- [max rds 2032 / max rds + EX 2845]
Fullscreen confirm with 22C
- {4~6Rds} - 22C -> 2A -> 5B -> 214A~A -> [214BC]
- [max rds 2105 / max rds + EX 3249]
Fullscreen confirm with 22C
- {2Rds} - 2A -> 5B -> 236BC
- [dmg. 2079/1886/2127]
Fullscreen/Midscreen Confirm with 2A>5B
- Far 1C -> 236BC
- [dmg. 2341]
Corner Only Slide Combo
- 236BC CH -> 6C
- [dmg.2031]
236BC Hit-Trade
Ausf Achse Combos
This will only list combos that changed.
- Reflector Combos
- Ref -> 6C/1C
Basic reflector combo
- {3Rds} - Ref -> 2A -> 2B -> 2C
Reflector combo that uses bullets. Does a bit more 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