Vampire Savior/Anakaris: Difference between revisions
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{{MoveDataCargoImage|AN_46PP|3|caption=Es|hitbox=yes}} | {{MoveDataCargoImage|AN_46PP|3|caption=Es|hitbox=yes}} | ||
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Similar in appearance to his 5HP, however this version is a special move and thus it behaves as such (like knocking down airborne opponents, etc). Additionally, this strength of the move determines the distance and number of hits. | Similar in appearance to his 5HP, however this version is a special move and thus it behaves as such (like knocking down airborne opponents, etc). Additionally, this strength of the move determines the distance and number of hits. This move is air-state unblockable. | ||
{{AttackDataCargo-VSAV/Query|AN_46LP}} | {{AttackDataCargo-VSAV/Query|AN_46LP}} | ||
Short | Short |
Latest revision as of 10:35, 4 June 2024
Introduction
Anakaris (アナカリス), The Mummy.
The 12th Pharaoh of a grand Egyptian kingdom. Anakaris came to rule at age 12. Foreseeing his eventual resurrection, he erected a pyramid and sanctum in preparation for his return. After five thousand years, Pyron's invasion of Earth led to his revival. Following this event, Anakaris traversed five thousand years into the past to battle and vanquish those who would seek to invade his empire. His kingdom safe, Anakaris recieved a message from the distant future. He traveled to the present and entered Jedah's Majigen, where he learned that the eventual collapse of his empire was not preventable. Not satisfied with this outcome, Anakaris returned to his kingdom and led his people into new lands, free from the darkness of Earth.
Anakaris is the most handicapped character in VSAV. He is designed to have incredible strengths & glaring holes in his tool kit. As an Anakaris player having "play to learn", "ability to learn from losses", and "ability to read and adapt to players habits" mentalities are most important when approaching this character, as Anakaris has a few character design limitations that you must play around.
Gameplay
Primary Objectives:
- Defensively anti-air the opponent when they jump in, utilizing his numerous effective normals. This may setup his offensive mix
- Reset with chicken blocking into pyramid dive. This sets up his offensive mix
- Control space while beating the opponent's jump start-up with 5HP, 66MP or Cobra Blow
- Once the opponent is conditioned to not jump, use dashing light attacks to get in
- Confirm dashing light attacks on hit into full combos
- Once in run a vortex/blender of pyramid dive high/lows, ES Mummy Drop, & Pit to the Underworld to open up the opponent
- Utilize Anak's unique defensive options of corner teleport & Word of Blame to create new opportunities
Strengths | Weaknesses |
---|---|
|
|
Movement
Walk: Walk Forward Pixel Distance (2.25 pixels) / Walk Backwards Pixel Distance (1.2 pixels)
This is by far the slowest walk in the game which is by no means a bad thing. You will use the walk to slowly get in to positions so that dash attacks, pokes, pyramid dives, and 5LPxx236+PP command throw become a threat; or to slowly position yourself to anti air with 2MP, 5MP, 5HP. 5HK, 2HP, or 46+P. It is especially good when you are doing strings that are longer then 3-4 hits (character dependent), as you can make stuff whiff with the slight walk back.
Essentially, you will mostly be using the dash and dive pyramids as that is your main tool to get in, but do not neglect the walk. At higher levels they will expect you to dash, jump, and dive pyramid spam which causes you to become predictable and you will get punished. By doing a less common movement option you can increase the chances of your more powerful tools to work. Players do not usually look to punish stuff that is considered to be a non-threat and this walk is one of the non-threats in your arsenal.
Dash: A good ground dash that allows him to select any normal including ground normals. Anak is one of the few characters that can use any normal in a dash so make good use of it. Anything such as dash lp, lk, 2nd hit 5MP, crouching lp, and crouching lk will yield frame advantage and should be abused.
Dashing hp, mp, crouching hp, and crouching mp are your go to AA's while dashing. Dashing sweep is also a solid pick for a quick knockdown to startup you offense.
Their is a hidden weakness to this dash as it has recovery frames off of a whiff dashing attack. You can see it if you do a dashing low as your character will stand up a couple of frames before you are allowed to block again. Make sure that the opponent does not have an attack out during the frames of recovery or you will be punished.
Jump: Even more floaty than Dhalsim's. He also comes equipped with multiple Double Jumps and air moves that halt his movement allowing him to stay airborne for quite a long time. Though this may be in his favor since he has quite an array of bizarre air moves, some of which come from the ground even while he's in the air.
Float: By hitting up you are put into float state. You are allowed to use any air normal and air special move. Their are two tiers that anak can float around in. Being in float state is the same as being in air state which means that you can't block ground normals at all.
Normal Moves
Standing Normals
5LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 3 | 8 | 8 | 7 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 9 | 5 | H: 6 G: 3 W: 0 |
5LP has a 5 frame startup. 5LP has an active frame window for about 3 frames starting with the first frame (frame 5) and is safe on hit (+8) and block (+7) with an 8 frame recovery window.
5LP has a very good hitbox that goes very far in front of Anakaris. This allows Anakaris to tag people outside or inside sweep range with ease. This normal is also very good at catching characters out of their jumps startup, so long as the jump doesn't go over 5LP hitbox past frame 6.
Strengths | Weaknesses |
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|
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5MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
6 | 5 | 18 | -2 | -3 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 18 | 8 | H: 15 G: 9 W: 3 |
5MP has a 6 frame startup and has two distinct active frames with very different hitboxes (though the normal can not actually hit twice).
The first normal starts off on frame 6 and last for 1 more frame which makes it active for 2 frames. The second part of the normal activates on the 8th frame and stays out for 2 more frames making it have a 3 frame active window.
If Anakaris hits while his hand is over his head, it is unsafe on hit (-2) and block (-3), but on the ground this can only happen against a standing Anakaris, Jedah or Victor at point blank range.
If Anakaris hits with his fully-extended arm, the frame data changes to 8 frame startup (counting the 2 frames of the first hitbox as startup frames) hit (+3) block (+2). This can come in handy for setting up frame traps.
5MP's first active hitbox is really high, making it good for anti air. This normal can be used to catch point blank back jumps and jumps attempts that try to go on top of Anakaris.
However, if they are too far away it will cause a whiff since the first active hitbox has very little horizontal range and the second hitbox is not high enough to tag a jump-in. 5MP carries an 18 frame recovery window making it very whiff punishable.
Q-Bee, Lilith, and Morrigan can duck under this normal. Other characters can get under the normal with certain moves as well (example Raptor 2HK).
Strengths | Weaknesses |
---|---|
|
|
5HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
11 | 11 | 21 | -3 | -4 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 22 | 9 | H: 24 G: 15 W: 6 |
5HP has an 11 frame startup has two different parts as a normal. First part starts at frame 11 and is active for 3 more frames making it 4 frames. Second part starts at frame 15 and last for 6 more frames making it have a 7 frame active window. this normal is unsafe on hit (-3) and block (-4) and has a very long recovery period at 21 frames.
5HP has a very long horizontal range, which make this a very good tool for poking. You can use 5LP and 5MP to setup a frame trap to catch jumpers with this normal.
Do not worry about the stand alone frame data as chains combos exiist in this game and you can make this normal safer with a 5HK as to use the last normal in the magic series to push the opponent away. This normal also suffers the same weakness as the other high normals as even more characters can duck this normal, here is the list: Lei Lei, Bulleta, Gallon, Q-Bee, Morrigan, and Lilith
Strengths | Weaknesses |
---|---|
|
|
5LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 3 | 8 | 8 | 7 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 9 | 5 | H: 6 G: 3 W: 0 |
5LK has the exact same frame data as 5LP with a 5 frame startup and has a 3 frame active window with an 8 frame recovery. 5LK is completely safe on hit (+7) and block (+8). It has a decent horizontal range not as much as 5LP or 2LK but it will suffice for what it does.
This normal will mostly be used the same way as 5LP but for characters who can duck under you standing punch normals its godsend. This normal has a lower body hitbox, so it will only be used to hit characters whom are grounded, as this normal will never cut it as an anti air.
This normal is very good for setting up frame traps, just like the 5LP (such as 5LK delay 5HP to hit a jumper). It can also set up all the same, "games", I have put down in the 5LP section as well. This will be your replacement normal for any character that can duck under your highs with ease.
Strengths | Weaknesses |
---|---|
|
|
5MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
7 | 4 | 24 | -3 | -4 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 19 | 9 | H: 15 G: 9 W: 3 |
5MK has a 7 frame startup and has a 4 frame active window with a 24 frame recovery. 5MK is both unsafe on hit (-3) and block (-4). 5MK has a pretty good horizontal range that is just slightly below the range of the 2LP.
This normal hitbox is designed to hit normals that are low for the most part (although some slides can get through). If the opponents normal is anywhere near the hitbox of 5MK, it will either trade or beat it depending on the speed of the normal. This normal will also replace your 5MP if the character can duck under most of your normals.
As with other unsafe normals you can make this one slightly safer by chaining into 2HK.
Strengths | Weaknesses |
---|---|
|
|
5HK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
11 | 6 | 37 | -12 | -13 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | 5-40 lower body | 25 | 10 | H: 24 G: 15 W: 6 |
5HK has an 11 frame startup with a 6 frame active window. This normal has 2 phases of recovery the first one last 24 frames going over lows. The second phase starts on frame 41 and last 13 frames you are grounded during this phase and punishable. 5HK is unsafe on hit (-12) and block (-13).
This normal can also be done as a command normal (4+HK or 6+HK to move it left or right) this is done so that you can aim it to hit the edge of normals while poking.
5HK goes over lows however, most of the cast can duck under this normal (only Bishamon, Victor, and Anakaris cannot duck under the normal) making this normal pretty hard to use effectively. Their are some normals such as Sasquatch 2HK that you can go over and still hit him.
Also the stand alone frame data does matter for this normal, as you do not have any more normals to chain into due to this being the final normal in the magic series. This move is considered to be in the air so it is always air blockable.
Strengths | Weaknesses |
---|---|
|
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Crouching Normals
2LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 3 | 9 | 7 | 6 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 9 | 5 | H: 6 G: 3 W: 0 |
2LP has a 5 frame startup and has a 3 frame active window with an 9 frame recovery. 2LP is safe on hit (+7) and block (+6).
This normal has slightly less range and similar start up as the 2LP. This normal is used very similarly to 2LP except that this normal is unduckable.
Strengths | Weaknesses |
---|---|
|
|
2MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 6,6 | 25 | -10 | -11 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | (11,9)+(7,6) | (4,3)+(2,2) | H: 9+6 G: 6+3 W: 3 |
2MP has a 5 frame startup with two different hitboxes. First part is active at frame 5 and has a 6 frame startup. The second part starts at frame 11 and has a 6 frame active window. 2MP is unsafe on both hit (-10) and block (- 11).
This normal is unsafe but thanks to chains you still have options to make yourself safe. If this normal is blocked do the rest of your magic series to in attempt to create some distance from your opponent.
The first part of the normal is designed to hit most duckers and after apex jump ins
The second part is designed to hit players at the apex of their jump and loses to lows for free.
This will be one of your go to anti air normals for players jumping from full screen to mid range.
After hitting this normal as an anti air chain into 2HK so you build some meter and reduce the recover of the normal a bit.
On hit go for knockdown to startup your oki game.
Strengths | Weaknesses |
---|---|
|
|
2HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
7 | 21 | 32 | - | -29 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 20 | 9 | H: 24 G: 15 W: 6 |
2HP has a 7 frame startup and has a huge active frame window at 21 the recovery is massive at 32 frames. its a 3 part normal but you will only be concerned about frame 7- 10 because that is the one that knocks down.
2HP is unsafe on block (-29). This normal does not have frame data on hit because it is a knockdown attack.
Just like with other normals that are unsafe chain a sweep on block to create some distance from the opponent.
This is your anti air for opponents jumping from mid screen to close range as the hitbox is designed to AA vertically. This move has three different hitboxes when it starts up that is the knockdown portion.
(This will be what you are aiming for.)
The other two AA higher but you earn a shitty reset for your effort so I recommend chaining into 2HK every time to avoid getting punished if it turns into a reset.
Strengths | Weaknesses |
---|---|
|
|
2LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
6 | 3 | 11 | 8 | 7 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
low | yes | - | 9 | 5 | H: 6 G: 3 W: 0 |
2LK has a 6 frame startup with a 3 frame active window with an 11 frame recovery and is safe on both hit (+8) and block (+7).
This normal is your go to low attack with lots of frame advantage to ride on for your frame trap needs.
It has way longer range then 2LP and will be one of the keys to your high/low/throw mixup game. This normal does everything that 5LP, 5LK, and 2LP do except for the anti air and guard break stuff.
Strengths | Weaknesses |
---|---|
|
|
2MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | 3 | 20 | 1 | 0 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
low | no | - | 16 | 7 | H: 15 G: 9 W: 3 |
2MK has a 13 frame startup with a 3 frame active window and a 20 frame recovery.
2MK is safe on hit (+1) however this leaves you neutral on block (0).
This is your long range low since it leaves you at neutral their is not to much utility to this move other then that its a low and you can chain into magic series to cause knockdown. I guess if you can get away with it you can use it to tick into command grab.
I need to look into this normal a little more cause I honestly hardly use it.
Strengths | Weaknesses |
---|---|
|
|
2HK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | 4 | 25 | - | -1 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
low | no | - | 19 | 8 | H: 24 G: 15 W: 6 |
2HK has a 13 frame startup with a 4 frame active window and has a 25 frame recovery.
2HK has no frame advantage on hit because its a sweep and is also unsafe on block at (-1).
Pretty long range sweep and is your go to normal for magic series and for gaining quick knockdowns off of hitconfirmed jabs. This normal is utilized to make many of your anti airs safe. This normal is okay to do raw as to gain a trade or to do attempted low into knockdown.
Strengths | Weaknesses |
---|---|
|
|
Air Normals
J.LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
7 | 3 | 20 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 10 | 4 | H: 6 G: 3 W: 0 |
j.LP has a 7 frame startup with a 3 frame active window and a 20 frame recovery. Frame advantage is dependent on how low you hit them to the ground so if you hit them to high when the opponent is on the ground you will be at a disadvantage and they can hit you.
This normal is normally used for air to air combat or chicken guarding. This is the only normal to protect you from close jumpins however, if it gets chicken blocked expect to be hit.
If you manage to jump in and get him low enough you can combo off of this normal. You can also repeat it multiple times in the air and switch between normals as well.
Strengths | Weaknesses |
---|---|
|
|
J.MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
9 | 4 | 13 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 19 | 9 | H: 15 G: 9 W: 3 |
j.MP has a 9 frame startup with a 4 frame active window and a 13 frame recovery. Just like j.LP its frame data is dependent on where it hits because of it being a jumping normal.
Very good air to air poke with good range to boot. Had decent speed and is annoying to get around. This is his most spammed air normal by far. Its kinda hard to get the timing to combo this normal but it is possible if you hit them low enough.
Strengths | Weaknesses |
---|---|
|
|
J.HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
10 | 6 | 23 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 24 | 10 | H: 24 G: 15 W: 6 |
j.HP has a 10 frame startup with a 6 frame active window and a 23 frame recovery. This normal is more useful as an air to ground normal. Its actually pretty decent at stuffing opponents trying to dash in while you are in the air. This normal has a decent amount of frame advantage when it hits so it is probably the easiest of the three punch air normals to combo into.
Strengths | Weaknesses |
---|---|
|
|
J.LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
19 | 3 | 17 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 11 | 5 | H: 6 G: 3 W: 0 |
J.LK has a 19 frame startup with a 3 frame active window and a 17 frame recovery.
This normal is very slow so normally it is not recommended to be used. However, it is very good if you can sneak it in when you are descending from a jump
Strengths | Weaknesses |
---|---|
|
|
J.MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
7 | 9(3)6 | 14 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 10+9 | 5+4 | H: 9+6 G: 6+3 W: 3 |
j.MK has a 7 frame startup with 3 parts. first part activates on frame 7 and last 8 more frames. the second part is a gap in the normal that last for 3 frame it starts at frame 10. at frame 19 you get 6 more frames of active hitbox. Then a 14 frame recovery window.
One thing I failed to mention is that all the jumping kick normals can all be hit before startup easily on the ground. So you have to fish for this normal.
Thankfully, this normal hits twice. It can be used to beat opponents trying to chicken guard mash against Anakaris other jumping normal attacks.
This normal can also be used a a combo starter if the opponent is sleeping and lets you get away with it before Anakaris lands on the ground
Strengths | Weaknesses |
---|---|
|
|
J.HK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
7 | 9 | 23 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 21 | 10 | H: 24 G: 15 W: 6 |
J.HK has a 7 frame startup with a 9 frame active window and a 23 frame recovery.
Decent for a one hit air normal to tag the opponent in the air or on the ground.
I mostly use it if I predict that the opponent is going for a quick approach against me while i'm in the air.
Strengths | Weaknesses |
---|---|
|
|
Command Normals
4MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
23 | 9 | 14 | -2 | -3 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 17 | 8 | H: 15 G: 9 W: 3 |
Command Air Normals
J.3K
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | - | - | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 15 | 7 | H: 18 G: 9 W: 0 |
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | - | - | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 15 | 7 | H: 21 G: 12 W: 3 |
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | - | - | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 15 | 7 | H: 24 G: 15 W: 6 |
J.2K
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
9 | - | - | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 16 | 8 | H: 18 G: 9 W: 0 |
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
9 | - | - | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 16 | 8 | H: 21 G: 12 W: 3 |
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
9 | - | - | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 16 | 8 | H: 24 G: 15 W: 6 |
Command Movement
44
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | 65 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
- | - | 1-57 full body | - | - | H: - G: - W: - |
Normal Throws
Anakaris CANNOT do Normal Throws
Anakaris does not have a normal throw of any kind. All you can do is tech throws. Techs can be done with any forward or back directional input: 4,1,3,6+LP or MP or HP or HK, like you would with any other character. You can tech air throws as well. It's the same as teching on the ground, however you can add two more directional inputs to your throw techs 7 and 9.
Special Moves
The Dance of Coffins
22P or 22K
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
30 | 18 | 73 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 18 | 7 | H: 21 G: 16 W: 12 |
Drops a coffin down from the sky. Not a bad move for stalling your jump trajectory or pestering from long range, but not especially useful at close distances. Can be used on some characters wake ups to stuff their wakeup options like dragon punches and things of that nature. You can also it time it to trade hits if the opponent comes to close, although this tactic is very difficult to do.
- (L Version) Close.
- (M Version) Mid.
- (H Version) Far.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
30 | 18 | 290 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 18 | 7 | H: 0 G: 0 W: 0 |
- (ES Version) Drops several coffins in various distances.
Royal Judgement
J.236LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
34 | - | 61 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 11 | 5 | H: 21 G: 16 W: 12 |
Short curse time. Quickest recovery when on whiff. Used as a filler move in the air to cover your aerial approach.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
34 | - | 77 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 11 | 5 | H: 21 G: 16 W: 12 |
Medium curse time. Medium Recovery. Not to useful on filler.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
34 | - | 93 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 11 | 5 | H: 21 G: 16 W: 12 |
Longer curse time. Long Recovery time. Rarely used because it takes so long to recover on whiff.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
34 | - | 93 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 11x3 | 5x3 | H: 0 G: 0 W: 0 |
Spell of Turning
214K or J.214K
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
4 | 10 | 57 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | - | - | H: 21 G: 0 W: 12 |
Anakaris will attempt to swallow an opponent's projectiles. This move actually does absolutely nothing unless it connects with an opponent's projectile while Anakaris' mouth is open. Upon successful absorption the projectile will be nullified and the opponent's move will be "learned" (previous absorption will be overwritten if applicable, for example Bulleta's missiles/mines the previously learned move will be lost).
- (Any Version) Absorbable projectiles -- Aulbath: Soundwaves, Bulleta: Missiles/Mines (all), Demitri: Fireballs, Jedah: Scythes, Lei-Lei: Items, Lilith: Fireballs, Morrigan: Fireballs, Anakaris: Royal Judgement.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
24 | - | 47 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | - | - | H: - G: - W: - |
This move does absolutely nothing unless the absorb version is used to learn an opponent's projectile attack. Once you absorb a projectile, however, Anakaris can hork up his own version of the move using this. The move will act similarly to the opponent's original version, though in some cases the move will behave differently/uniquely, for example Anakaris' ES version of Lei-Lei's items works nothing like her version (which for him is a good thing).
- (Any Version) Pukes up the learned attack.
- (ES Version) Pukes up an ES version of the learned attack.
Cobra Blow
46LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
10 | 6,6 | 21 | -2 | -3 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 13x2 | 5x2 | H: 21+3 G: 19+1 W: 18 |
Short
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
10 | 6,6,6 | 29 | -10 | -11 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 11x3 | 4x3 | H: 21+3x2 G: 19+1x2 W: 18 |
Medium
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
10 | 6,6,6,5 | 32 | -12 | -13 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 9x4 | 9x4 | H: 21+3x3 G: 19+1x3 W: 18 |
Long
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
10 | 6,6,6,5,6,5 | 32 | - | -13 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 9x6 | 9x6 | H: 0 G: 0 W: 0 |
Mummy Drop
236LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
22 | 8 | 30 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | - | 5x(1~4)+16 | 2x(1~4)+6 | H: 21 G: 0 W: 12 |
Close.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
25 | 6 | 29 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | - | 5x(1~4)+16 | 2x(1~4)+6 | H: 21 G: 0 W: 12 |
Medium
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
29 | 3 | 28 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | - | 5x(1~4)+16 | 2x(1~4)+6 | H: 21 G: 0 W: 12 |
Far
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
22 | 73 | 28 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | - | 5x(1~4)+20 | 2x(1~4)+6 | H: 0 G: 0 W: 0 |
Guard Cancel
623PP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
7 | 3 | 86 | 0 | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | 1-13 whole body | 3 | 2 | H: 0 G: 0 W: 0 |
Anakaris' guard cancel move. This can only be done during blockstop and costs 1 stock. Worthless move, do not use it ever unless your opponent has never seen it before, in which case it's worth a laugh.
Inarguably the worst GC in the game, Anakaris may as well not even have one. This is because it gives the opponent free damage on you, so you're essentially wasting meter to give the opponent a free hit on you. But let's take a look at how bad it really is. Anakaris spits out Kaibito at a specific range, if the opponent is too close or too far from Anakaris it will whiff completely and allow the opponent a free combo on you while you recover from the move. If it manages to hit it deals a very tiny little bit of damage to the opponent and morphs them into their paper doll for a very short amount of time. But the opponent un-morphs from this state before Anakaris finishes his attack pose, and since the opponent can move around in their paper doll form they can get point blank and throw Anakaris as soon as they un-morph, before he even recovers from the move. All at the cost of one stock. In other words, never use this unless your opponent has never seen it before, and don't expect it to catch anyone off guard more than once. You can expect to eat a throws worth of damage or worse any time you use this with very little reward even if the opponent does nothing to retaliate.Pit of Blame
623K
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
25 | 24 | 46 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | 1-48 whole body | 17 | 4 | H: 21 G: 0 W: 12 |
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
25 | 69 | 54 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | 1-93 whole body | 22 | 6 | H: 0 G: 0 W: 0 |
Pursuits
8P or 8K
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
28 | 17 | landing 11 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | 1-9 lower body, 10-27 whole body | 6 | 6 | H: 24 G: 0 W: 6 |
Normal pursuit is fine on hit but if you mistime the pursuit and get a whiff and they see it you may get hit with a throw.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
28 | 17 | landing 11 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | 1-9 lower body, 10-27 whole body | 6+7 | 6+5 | H: 0 G: 0 W: 0 |
Ex Moves
The Pit To The Underworld
412[6]KK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
50 | 70 | 45 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | - | 42 | 12 | H: 0 G: 0 W: 0 |
Pharaoh Magic
MK,LP,2,LK,MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
- | - | - | 5+2x8+5x5+30 | 1+0x8+1x5+7 | H: - G: - W: - |
Sends out a curse, on hit will autocombo the opponent. Pretty useful, decent damage.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | - | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
- | - | - | 5x3+30 | 2x3+10 | H: - G: - W: - |
- Pharaoh Salvation - HK MP 2 MK HP [start] (air also, costs 2 stocks):
Requires two bars of meter. But it's basically powered up version of Pharaoh Magic.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
38 | 50 | 160 | - | -96 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | 0 | - | 5x3+30 | 2x3+10 | H: 0 G: 0 W: 2x3+10 |
- Pharaoh Decoration - HK MP LK 2 LP MK HP (air also, costs 3 stocks):
Requires three bars of meter. This one is also a powered up version of Pharaoh Magic and Pharaoh Salvation.
Dark Force
Double Attack: Pharaoh Split - Same strength P + K
- (Any Version) Activates flight and hyper armor. While Anakaris is flying around, Kaibito is walking around as Anakaris lower half. You can attack with either half of Anakaris' bodies (Punches for Anakaris and Kicks for Kaibito), but you can only move Anakaris' upper half. Pretty useful for escaping the corner or unblockables due to the hyper armor properties.
However, The move can get you into serious trouble as it takes Anakaris too long to actually attack and only the legs or Anakaris can attack one at a time. The opponent can just do air chains on Anakaris repeatedly if he stays in Dark Force for too long. Be very careful with this darkforce.
Colors
Notable Players
Japan
Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/25.html
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
---|---|---|---|---|---|
Chikyuu | 地球 | MP | Kanto region | http://twitter.com/chikyuu_digital | O.G. & Amazing player. Also a renowned Alpha-Sodom. Name means "Earth/Ground" |
Kazu | カズ | LK | Kanto region | http://twitter.com/AnyJ777 | Blew up Kosho at Evo-Japan 2018 |
Manira | まにら | LK | Kanto region | https://twitter.com/S_MANIRA | 2019 CC Champion |
MEGASTAR | メガスタ | PP | Sendai, Japan | ||
Curio | くりお | MK | Kanto region | Frequently at Mikado Monthly events | |
Pandora's Box | パンドラ | MK | West Japan | https://twitter.com/pandora_box0314 | Plays with Tate-Victor |
North America
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
---|---|---|---|---|---|
MightyMar | マイティーマー | ALL | Illinois, USA | https://twitter.com/cUrSe_MightyMar | Multi-time champion and rightful Pharaoh that mastered all controllers. Considered the owner of all Anakaris colors. |
GreenTea | グリンティー | HP | Unknown, USA | https://twitter.com/ItsDavidDoyle | Recent player that has been successful. Known for picking apart every little detail with the game functionality. |
South America
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
---|---|---|---|---|---|
Zaacky | ザッキー | LK | Brazil | Strongest Anakaris from South America, seasoned player from NekoPunchi. |