Matrimelee/Anny: Difference between revisions
(Updated formatting, strategy and overview.) |
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* | * Good standing A/B normals. Great for poking. | ||
* | * Good DP. | ||
* Two different projectiles for ground and air control. | * Two different projectiles for ground and air control. | ||
* Air grab, great for air to air options. | |||
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* Lacks | * Lacks significant damage, even when using stress meter. | ||
* Little combo options | * Slow Great Attacks. | ||
* Little combo options. | |||
* Punishable special moves on block, whiff and some on hit. | * Punishable special moves on block, whiff and some on hit. | ||
* Slow overhead | * Slow overhead. | ||
* Command grab can be | * Command grab can be broken out of like a normal throw. | ||
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== Strategy == | == Strategy == | ||
Anny lacks a lot of options. She lacks damage and a lot of good special moves. You will have to play solid neutral with Anny since she lacks any fast overheads or safe special moves. Her supers are hard to pull off. But, her command grab can dish out some big damage if landed. Just hope they don't | Anny lacks a lot of options. She lacks damage and a lot of good special moves. You will have to play solid neutral with Anny since she lacks any fast overheads or safe special moves. Her supers are hard to pull off. But, her command grab can dish out some big damage if landed. Just hope they don't break it. | ||
== Normal Moves == | == Normal Moves == | ||
== Special Moves == | == Special Moves == | ||
*A version moves straight horizontally | '''Swannie Clash - 236A/C''' | ||
*A version moves straight horizontally. | |||
*C version arcs upwards towards the corner. | *C version arcs upwards towards the corner. | ||
* | '''Rainbow Rise - 6236A/C''' | ||
*623A has a shorter vertical distance. | |||
*Hold D for 4 seconds then release | *623C has a higher vertical distance. | ||
*Stronger in combos | |||
'''Anny Dynamic [D]D''' | |||
*A Version throws a glowing ball below Anny | *Hold D for 4 seconds then release. | ||
*Stronger when used in combos. | |||
'''Photon Burst J.236A/C''' | |||
*A Version throws a glowing ball below Anny. | |||
*C version throws a glowing ball at the bottom corner of the screen. | *C version throws a glowing ball at the bottom corner of the screen. | ||
*Can be used after a jumping normal | *Can be used after a jumping normal. | ||
'''Dashing Rainbow Rise - 6623A/C''' | |||
Similar to normal Rainbow Rise but goes higher and has more hits. | |||
== Super Moves == | == Super Moves == | ||
'''Stress Shot''' | |||
''Cosmic Throw - 6321463214C'' | |||
*It can be broken like a normal throw. | |||
'''Ippatsu Ougi''' | |||
''Angel Breath - 46A13C'' | |||
*Full Z motion. Generally needs buffered. | *Full Z motion. Generally needs buffered. | ||
* Can Hold A and do 4613C as well | * Can Hold A and do 4613C as well | ||
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|Need to cancel 2CD on the first hit or it'll launch. | |Need to cancel 2CD on the first hit or it'll launch. | ||
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| colspan="6" align="center" | ''' | |J.d 66c 6623c > air grab | ||
| | |||
|Air grab can only be done in the corner. Tight window to land. | |||
|- | |||
| colspan="6" align="center" | '''Ippatsu Ougi Combos''' | |||
|- | |- | ||
|J.c 5a5a 3a 46A13C | |J.c 5a5a 3a 46A13C | ||
| | | | ||
|Needs to be buffered | |Needs to be buffered. | ||
|- | |- | ||
|J.D 2CD 6B 46A13C | |J.D 2CD 6B 46A13C | ||
| | | | ||
|Needs to be buffered | |Needs to be buffered. | ||
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Revision as of 08:31, 23 May 2020
Overview
Anny has plenty of projectiles to keep her distance from her opponents. Anny's overhead is also rather slow but it can be combed off of. She also has a decent DP for anti-airs. Her damage is lacking and her level 2 super isn't worth the damage for it's input. Her level 1 command grab does a moderate amount of damage but can be teched out of like a normal grab.
Strengths | Weaknesses |
---|---|
|
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Strategy
Anny lacks a lot of options. She lacks damage and a lot of good special moves. You will have to play solid neutral with Anny since she lacks any fast overheads or safe special moves. Her supers are hard to pull off. But, her command grab can dish out some big damage if landed. Just hope they don't break it.
Normal Moves
Special Moves
Swannie Clash - 236A/C
- A version moves straight horizontally.
- C version arcs upwards towards the corner.
Rainbow Rise - 6236A/C
- 623A has a shorter vertical distance.
- 623C has a higher vertical distance.
Anny Dynamic [D]D
- Hold D for 4 seconds then release.
- Stronger when used in combos.
Photon Burst J.236A/C
- A Version throws a glowing ball below Anny.
- C version throws a glowing ball at the bottom corner of the screen.
- Can be used after a jumping normal.
Dashing Rainbow Rise - 6623A/C
Similar to normal Rainbow Rise but goes higher and has more hits.
Super Moves
Stress Shot
Cosmic Throw - 6321463214C
- It can be broken like a normal throw.
Ippatsu Ougi
Angel Breath - 46A13C
- Full Z motion. Generally needs buffered.
- Can Hold A and do 4613C as well
Combos
Combo | Damage | Notes | |||
Combos | |||||
[D] j.C, cl.C, 6B ]D[ | Need to cancel cl.C and 6B on the first hit or the combo will drop | ||||
j.C, cl.C, f+B, 6236+C | |||||
j.C, cl.C, 46A13C | |||||
J.D 2CD 6B 6236C | Need to cancel 2CD on the first hit or it'll launch. | ||||
J.d 66c 6623c > air grab | Air grab can only be done in the corner. Tight window to land. | ||||
Ippatsu Ougi Combos | |||||
J.c 5a5a 3a 46A13C | Needs to be buffered. | ||||
J.D 2CD 6B 46A13C | Needs to be buffered. |
(Note:I need more info. I will come back to this page.)