Akatsuki Blitzkampf/Anonym: Difference between revisions
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== Background == | == Background == | ||
An Armed Interrogator of Heresy, within a religious society - The Sacred Club. She is sent to destroy the headquarters of an organization, upon which lies the heresy of aiding Gessellschaft, - the Perfecti Kyoudan. Anonym is a master of Ranbas style Gun technique - a combination of Chinese self-defence and pistols. (''from character selection screen'') | An Armed Interrogator of Heresy, within a religious society - The Sacred Club. She is sent to destroy the headquarters of an organization, upon which lies the heresy of aiding Gessellschaft, - the Perfecti Kyoudan. Anonym is a master of Ranbas style Gun technique - a combination of Chinese self-defence and pistols. (''from character selection screen'') | ||
[[Image:Colors_anonym.jpg|frame|right|Anonym's pre-made colors]] | |||
== Introduction == | == Introduction == | ||
Line 12: | Line 12: | ||
*'''Forward Dash''' has some upper body invulnerability on frames 6-20 (the whole dash is low to the ground). | *'''Forward Dash''' has some upper body invulnerability on frames 6-20 (the whole dash is low to the ground). | ||
'' | ''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)'' | ||
== Shooting Normal Moves == | == 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. | '''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 | |||
|name=5A | |||
|image=ABK-Anon-5A-Angles 3.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 450 | |||
| guard = High/Low | |||
| startup = 9 | |||
| advHit = +1 | |||
| advBlock = -6 | |||
| 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. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=5B | |||
|image=ABK-Anon-5B-Angles-2.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 950 | |||
| guard = High/Low | |||
| startup = 11 | |||
| advHit = +2 | |||
| advBlock = -8 | |||
| description = ::*A single shot forward. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=5C | |||
|image=ABK-Anon-5C-Angles-2.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 1450 | |||
| guard = High/Low | |||
| startup = 13 | |||
| advHit = KD | |||
| advBlock = -10 | |||
| description = ::*Anonym slightly croucnes and fires a single shot diagonally up. Causes a knockdown, can be comboed into 236A\B on hit. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=2/3A | |||
|image=ABK-Anon-2A-Angles-2.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 350 | |||
| guard = High/Low | |||
| startup = 9 | |||
| advHit = -1 | |||
| advBlock = -8 | |||
| description = ::*Similar to '''5B''', only crouching. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=2/3B | |||
|image=ABK-Anon-2B-Angles-2.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 750 | |||
| guard = Low | |||
| startup = 11 | |||
| advHit = +0 | |||
| advBlock = -11 | |||
| description = ::*A shot even lower than '''2A''' (so it actually hits low). | |||
}} | |||
}} | |||
{{MoveData | |||
|name=2/3C | |||
|image=ABK-Anon-2C-Angles-2.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 1150 | |||
| guard = Low | |||
| startup = 13 | |||
| advHit = -1 | |||
| 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. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.A | |||
|image=ABK-Anon-j.A-Angles-2.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 400 | |||
| guard = High/Low | |||
| startup = 7 | |||
| advHit = VA | |||
| advBlock = VA | |||
| description = ::*Anonym shoots the ground aiming at ~3/4 point of the screen. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.B | |||
|image=ABK-Anon-j.B-Angles-2.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 900 | |||
| guard = High/Low | |||
| startup = 9 | |||
| advHit = VA | |||
| advBlock = VA | |||
| description = ::*Same as '''j.A''', but aimed further forwards. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.C | |||
|image=ABK-Anon-j.C-Angles-2.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 1450 | |||
| guard = High/Low | |||
| startup = 11 | |||
| advHit = VA | |||
| advBlock = VA | |||
| description = ::*A shot directly forward. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=A/B/C (on the ground and when out of ammo) | |||
|image=ABK-Anon-6A.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = N/A | |||
| guard = N/A | |||
| startup = N/A | |||
| advHit = N/A | |||
| advBlock = N/A | |||
| description = ::*Anonym auto-reloads her guns. | |||
}} | |||
}} | |||
== Melee Normal Moves == | == Melee Normal Moves == | ||
{{MoveData | |||
|name=4A | |||
|image=ABK-Anon-4A.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 450 | |||
| guard = High/Low | |||
| startup = 4 | |||
| advHit = -4 | |||
| advBlock = -4 | |||
| description = ::*A poke with one of the revolvers. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=4B | |||
|image=ABK-Anon-4B.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 950 | |||
| guard = High/Low | |||
| startup = 6? | |||
| advHit = -4 | |||
| advBlock = -6 | |||
| description = ::*Poke with another revolver, slightly more range. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=1A | |||
|image=ABK-Anon-1A.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 350 | |||
| guard = High/Low | |||
| startup = 4 | |||
| advHit = +0 | |||
| advBlock = +0 | |||
| description = ::*Same as '''4A''', only crouching and with less damage. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=1B | |||
|image=ABK-Anon-1B.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 750 | |||
| guard = High/Low | |||
| startup = 6? | |||
| advHit = +0 | |||
| advBlock = -2 | |||
| description = ::*Same as '''4B''', only crouching and with less damage. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=1C | |||
|image=ABK-Anon-1C.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 1150 | |||
| guard = Low | |||
| startup = 9 | |||
| advHit = KD | |||
| advBlock = -16 | |||
| description = ::*Anonym slides forward feet first, knocking her opponent down. | |||
::*As with '''2C''', Anonym is very low to the ground. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.4A | |||
|image=ABK-Anon-j.4A.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 450 | |||
| guard = High | |||
| startup = 4 | |||
| advHit = -4 | |||
| advBlock = -4 | |||
| description = ::*An overhead poke with both revolvers. | |||
::*The hitbox is good enough that a rising j.4A will stuff out a lot of moves, making 9j.4A j.A/B a strong option. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.4B | |||
|image=ABK-Anon-j.4B.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 950 | |||
| guard = High | |||
| startup = 5 | |||
| advHit = VA | |||
| advBlock = VA | |||
| description = ::*Overhead kick, aimed down. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.4C | |||
|image=ABK-Anon-j.4C.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 1450 | |||
| guard = High | |||
| startup = 6 | |||
| advHit = VA | |||
| advBlock = VA | |||
| description = ::*Another overhead kick, hits higher and is more damaging. | |||
}} | |||
}} | |||
== Command Normals == | == Command Normals == | ||
{{MoveData | |||
|name=5[A] | |||
アヴァタール - '''Avatar''' | |image=ABK-Anon-5A-Angles 3.png | ||
|data= | |||
{{AttackData-ABK | |||
| damage = 784/1005 (450 each hit) | |||
| guard = High/Low | |||
| startup = 9 | |||
| advHit = -1 | |||
| advBlock = -8 | |||
| description = Anonym fires into the ground 2 or 3 shots (depending on how long you hold the attack button), that ricochet roughly at 2/3 screen point. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=リロード - '''Reload''' | |||
|input = 6A | |||
|image=ABK-Anon-6A.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = N/A | |||
| guard = N/A | |||
| startup = N/A | |||
| advHit = N/A | |||
| advBlock = N/A | |||
| description = Reloads the guns at any time. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=キルクイトス - '''Circuitus''' | |||
|input = 4C | |||
|image=ABK-Anon-4C.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 1450 | |||
| guard = High/Low | |||
| startup = 10? | |||
| advHit = KD | |||
| advBlock = -16 | |||
| description = An upward flip kick that launches the opponent. | |||
::*Godlike for damage, can be good as a late anti air (even on block). | |||
}} | |||
}} | |||
{{MoveData | |||
|name=カノーネ - '''Kanone''' | |||
|input = 6C | |||
|image=ABK-Anon-6C.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 1400 | |||
| guard = High/Low | |||
| startup = 7? | |||
| advHit = KD | |||
| advBlock = 14? | |||
| description = A lunging knee strike. Comes out pretty fast and knocks down. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=アヴァタール - '''Avatar''' | |||
|input = j.2A/B/C | |||
|image=ABK-Anon-j.2X.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 1000 | |||
| guard = High/Low | |||
| startup = 23 | |||
| advHit = VA | |||
| advBlock = VA | |||
| description = A descending front flip. | |||
::*A = in place | |||
::*B = slightly forward | |||
::*C = far forward | |||
::*The advantage on j.2A is so big that, if parried, you'll be able to land and parry your opponent back. | |||
}} | |||
}} | |||
== Special moves == | == Special moves == | ||
トリニタス - '''Trinitas''' | {{MoveData | ||
|name=トリニタス - '''Trinitas''' | |||
アンゲルス - '''Angelus''' | |input = 236+A/B/C/B+C | ||
|image=ABK-Anon-236A-Angles-3.png | |||
クルクス - '''Crux''' | |caption = A version | ||
|image2=ABK-Anon-236B-Angles-3.png | |||
== | |caption2 = B version | ||
|image3=ABK-Anon-236C-Angles-3.png | |||
|caption3 = C version | |||
|image4=ABK-Anon-236BC-3-Angles-2.png | |||
|caption4 = EX version | |||
|caption | |||
|data= | |||
{{AttackData-ABK | |||
| header = no | |||
| description = Shoots three times reloading before it. | |||
::* | |||
}} | |||
{{AttackData-ABK | |||
| version = A | |||
| damage = 1560 | |||
| guard = High/Low | |||
| startup = 35 | |||
| advHit = +7 | |||
| advBlock = -6 | |||
| description = ::*A version makes Anonym roll forward while reloading and then shoots low. | |||
::* | |||
}} | |||
{{AttackData-ABK | |||
| version = B | |||
| header = no | |||
| damage = 1560 | |||
| guard = High/Low | |||
| startup = 33 | |||
| advHit = -3 | |||
| advBlock = -16 | |||
| description = ::*B version has a delay because of the reloading and is exactly like 5B, but with three shots. | |||
::* | |||
}} | |||
{{AttackData-ABK | |||
| version = C | |||
| header = no | |||
| damage = 1560 | |||
| guard = High/Low | |||
| startup = 34 | |||
| advHit = KD | |||
| advBlock = -16 | |||
| description = ::*C version makes her hop back while reloading, then she shoots in a 45 degree up. | |||
::* | |||
}} | |||
{{AttackData-ABK | |||
| version = EX | |||
| header = no | |||
| damage = 2600 | |||
| guard = High/Low | |||
| startup = 5 | |||
| advHit = KD | |||
| advBlock = -34 | |||
| description = Shoots many times in the three directions the normal Trinitas would shoot. | |||
::*She reloads before and after. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=アンゲルス - '''Angelus''' | |||
|input = 214+A/B/C/B+C, A/B/C (Air OK!) | |||
|image=ABK-Anon-214X-Angles-2.png | |||
|caption = Only the first line for the aerial version. Double the amount of bullets on EX. | |||
|data= | |||
{{AttackData-ABK | |||
| header = no | |||
| description = Shoots down three times in two directions (front and back) while jumping. | |||
::*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. | |||
::*214B~A is strong in neutral. | |||
::*Aerial version is functionally the second command (she goes in a direction) but it only shoots one bullet. | |||
::*Pressing B+C to do an EX after you've already done the first command won't do the EX version | |||
}} | |||
{{AttackData-ABK | |||
| version = A | |||
| damage = N/A | |||
| guard = N/A | |||
| startup = N/A | |||
| advHit = N/A | |||
| advBlock = N/A | |||
| description = ::*Jumps the lowest. | |||
::* | |||
}} | |||
{{AttackData-ABK | |||
| version = B | |||
| header = no | |||
| damage = N/A | |||
| guard = N/A | |||
| startup = N/A | |||
| advHit = N/A | |||
| advBlock = N/A | |||
| description = ::*Jumps moderately high. | |||
::* | |||
}} | |||
{{AttackData-ABK | |||
| version = C | |||
| header = no | |||
| damage = N/A | |||
| guard = N/A | |||
| startup = N/A | |||
| advHit = N/A | |||
| advBlock = N/A | |||
| description = ::*Jumps the highest. | |||
::* | |||
}} | |||
{{AttackData-ABK | |||
| version = X > A | |||
| header = no | |||
| damage = 1781 (1000 in air) | |||
| guard = High/Low | |||
| startup = 13 (26 in air) | |||
| advHit = VA | |||
| advBlock = VA | |||
| description = ::*A version jumps back. | |||
::* | |||
}} | |||
{{AttackData-ABK | |||
| version = X > B | |||
| header = no | |||
| damage = 1781 (1000 in air) | |||
| guard = High/Low | |||
| startup = 13 (26 in air) | |||
| advHit = VA | |||
| advBlock = VA | |||
| description = ::*B version stays in place. | |||
::* | |||
}} | |||
{{AttackData-ABK | |||
| version = X > C | |||
| header = no | |||
| damage = 1781 (1000 in air) | |||
| guard = High/Low | |||
| startup = 13 (26 in air) | |||
| advHit = VA | |||
| advBlock = VA | |||
| description = ::*C version jumps forward. | |||
::* | |||
}} | |||
{{AttackData-ABK | |||
| version = EX | |||
| header = no | |||
| damage = 2359 | |||
| guard = High/Low | |||
| startup = 13 (15 in air) | |||
| advHit = -31 (VA in air) | |||
| description = Double-jumps upward and shoots down double the amount of times. | |||
::*She reloads before and after. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=クルクス - '''Crux''' | |||
|input = 22+A/B/C/B+C | |||
|image=ABK-Anon-22A-Angles.png | |||
|caption = A version | |||
|image2=ABK-Anon-22B-Angles-2.png | |||
|caption2 = B version | |||
|image3=ABK-Anon-22C-Angles-2.png | |||
|caption3 = C version | |||
|image4=ABK-Anon-22BC-Angles-2-Pink.png | |||
|caption4 = EX version | |||
|data= | |||
{{AttackData-ABK | |||
| header = no | |||
| description = Shoots once diagonally up and both bullets (from each gun) ricochet back down. | |||
::*Works as an anti-air move. | |||
::*You can also special cancel into this move to count as a reload (when out of bullets). | |||
}} | |||
{{AttackData-ABK | |||
| version = A | |||
| damage = 800 | |||
| guard = High/Low | |||
| startup = 11 | |||
| advHit = +6* | |||
| advBlock = -6* | |||
| description = ::*A version shoots very upward and makes bullets fall closer to Anonym. | |||
::* | |||
}} | |||
{{AttackData-ABK | |||
| version = B | |||
| header = no | |||
| damage = 800 | |||
| guard = High/Low | |||
| startup = 11 | |||
| advHit = +2* | |||
| advBlock = -10* | |||
| description = ::*B shoots a little lower which makes fall far from her. | |||
::* | |||
}} | |||
{{AttackData-ABK | |||
| version = C | |||
| header = no | |||
| damage = 800 | |||
| guard = High/Low | |||
| startup = 11 | |||
| advHit = KD | |||
| advBlock = -14* | |||
| description = ::*C version has the lowest angle but bullets fall the furthest. | |||
::* | |||
}} | |||
{{AttackData-ABK | |||
| version = EX | |||
| header = no | |||
| damage = VA (normally hits twice for 1391) | |||
| guard = High/Low | |||
| startup = 5 | |||
| advHit = KD | |||
| advBlock = -52* | |||
| description = Creates a somewhat rain of bullets using normal Crux three times (or more) in a row. | |||
::*It can be used as an anti-air. | |||
::*She reloads before and after. | |||
}} | |||
}} | |||
== Universal Mechanics == | |||
=== Throws === | |||
{{MoveData | |||
|name=Forward Throw | |||
|input = 4/5/6+A+B | |||
|image=ABK-Anon-Ground-Throw.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 1966 | |||
| guard = N/A | |||
| startup = 5 | |||
| advHit = KD | |||
| advBlock = N/A | |||
| description = Anonym performs a quick series of punches and then kicks the opponent away. Can be teched. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Air Throw | |||
|input = j.4/5/6+A+B | |||
|image=ABK-Anon-Air-Throw.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 2000 | |||
| guard = N/A | |||
| startup = 3 | |||
| advHit = KD | |||
| advBlock = N/A | |||
| description = Anonym grabs her enemy, flips and slams him or her into the ground below, then hops away. Untechable. | |||
}} | |||
}} | |||
=== Reflectors === | |||
{{MoveData | |||
|name=Standing Reflector | |||
|input = 4/5/6+B+C | |||
|image=ABK-Anon-Parry-Attack-2.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 500 | |||
| guard = High/Low | |||
| startup = 7 | |||
| advHit = KD | |||
| advBlock = +3 | |||
| description = I don't know, don't play the character. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Crouching Reflector | |||
|input = 1/2/3+B+C | |||
|image=ABK-Anon-Crouch-Parry-Attack.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 400 | |||
| guard = N/A | |||
| startup = 7 | |||
| advHit = KD | |||
| advBlock = +3 | |||
| description = I don't know, don't play the character. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Jumping Reflector | |||
|input = 7/8/9+B+C | |||
|image=ABK-Anon-Air-Parry-Attack.png | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 500 | |||
| guard = N/A | |||
| startup = 6 | |||
| advHit = KD | |||
| advBlock = +3 | |||
| description = I don't know, don't play the character. | |||
}} | |||
}} | |||
テトラグラマトン - '''Tetragrammaton''' | == Super Move == | ||
{{MoveData | |||
|name=テトラグラマトン - '''Tetragrammaton''' | |||
|input = Executes automatically when KO'ed (needs 3 super stocks) | |||
|image=ABK-Anon-A+B+C.png | |||
|caption=Can't be visualized since its considered a projectile | |||
|data= | |||
{{AttackData-ABK | |||
| damage = 8 | |||
| guard = High/Low | |||
| startup = 11 | |||
| advHit = KD | |||
| advBlock = -20 | |||
| description = A flash of light appears and begins hitting the opponent rapidly 8 times while Anonym revives/resurrects. | |||
::*This is really a second chance to not lose the round. | |||
::*The hits can be reflected and is treated like a projectile attack. | |||
::*The super will force the opponent back during the resurrection by expanding Anonym's collision box (like an invisible force-field). | |||
::*For a few seconds after it activates, Anonym has an extra high defense ratio. | |||
}} | |||
}} | |||
== General Strategy == | == General Strategy == |
Revision as of 18:11, 3 June 2020
Background
An Armed Interrogator of Heresy, within a religious society - The Sacred Club. She is sent to destroy the headquarters of an organization, upon which lies the heresy of aiding Gessellschaft, - the Perfecti Kyoudan. Anonym is a master of Ranbas style Gun technique - a combination of Chinese self-defence and pistols. (from character selection screen)
Introduction
- All of Anonym's shooting normals act as special attacks and inflict guard damage.
- Armor Ratio = 1.050
- Forward Dash is invulnerable on frames 1-5. The only forward dash in the game with invulnerability.
- Forward Dash can pass through opponents on frames 1-15.
- Forward Dash has some upper body invulnerability on frames 6-20 (the whole dash is low to the ground).
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)
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
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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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A/B/C (on the ground and when out of ammo)
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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
5[A]
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リロード - Reload
6A |
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キルクイトス - Circuitus
4C |
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カノーネ - Kanone
6C |
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アヴァタール - Avatar
j.2A/B/C |
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Special moves
トリニタス - Trinitas
236+A/B/C/B+C |
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アンゲルス - Angelus
214+A/B/C/B+C, A/B/C (Air OK!) |
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クルクス - Crux
22+A/B/C/B+C |
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Universal Mechanics
Throws
Forward Throw
4/5/6+A+B |
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Air Throw
j.4/5/6+A+B |
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Reflectors
Standing Reflector
4/5/6+B+C |
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Crouching Reflector
1/2/3+B+C |
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Jumping Reflector
7/8/9+B+C |
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Super Move
テトラグラマトン - Tetragrammaton
Executes automatically when KO'ed (needs 3 super stocks) |
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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]
- {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
Frame Data
source
KD - Knockdown
VA - Variable
*UV - vaule(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