Anny Hamilton
Introduction
Anny was invited to the Matrimelee tournament with the prize of getting engaged to the prince of a certian country. She didn't have any interest in getting involved until she later found out that Keith Wayne was invited to participate. When Anny found out about Keith's decision to participate she entered the tournament to stop Keith from winning in a brunt of jelousy.
Overview
Strengths |
Weaknesses
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- Decent 5.A and 5.B normals but cannot confirm off of them.
- Decent 6.B overhead, but can be used to extend combos.
- Decent damage if confirmed into her Ippatsu Ougi.
- Swannie Crash is an excellent projectile that's great for spacing.
- Excellent 9.C. Can be used as a hyper hop and a quick overhead.
- Her Stress Shot command grab does 50 permanent damage.
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- Low damage output without meter or counter hits.
- Slow Great Attacks.
- No reliable Anti-Airs.
- Limited Combo Potential.
- Her special moves can be easily punished on block/whiff and even one hit.
- 6.B overhead is slow and should only be used inside of combos.
- Stress Shot cannot be comboed into due to her roll start-up and can be grabbed or poked out like a normal roll.
- Her pressure can easily be jumped or rolled over.
- Photon Burst (both versions) is very punishable on whiff, block, and on hit point-blank.
- Photon Burst cannot be comboed into.
- Photon Burst has landing recovery frames no matter the jump height.
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Strategy
You will need to be on your toes playing Anny. She is very limited in damage and close-range options so conditioning is your opponent is your best option. She can use her Swannie Crash and 5.B to keep the opponent properly spaced. Both versions of Swannie Crash are amazing but can easily be rolled through. Make sure not to overdo your zoning so you don't get punished. Anny's 5.B is an amazing poke but cannot link into anything, use it to check your opponent.
Anny is limited at closer ranges but still has a few options to keep the opponent guessing. Anny's 6.B is a crucial tool for her combos and conditioning. You can cancel 6.B into Anny's command grab to try and get some solid permanent damage. Keep in mind 6.B does not combo into her command grab stress shot and you can be hit out if predicted or read. You can also use her 6.B overhead to confirm into 623.C or 46A-13.C for a nice chunk of damage. Additionally, Anny can utilize her 9.C for quick overhead confirms and condition the opponent into blocking high.
Normal Moves
Far Standing Normals
5A
5.A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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4
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2
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. Decent standing jab. Good for poking but 5.B is better.
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5B
5.B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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10
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5
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. Anny's best poke normal. Also slightly slides Anny forward when active.
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5C
5.C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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15
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7
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. Has the same range of 5.A but with slightly more start-up. Good for pokes.
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5D
5.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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18
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9
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. Very nice range with quick start-up frames for a D attack. Good for pokes.
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Close Standing
clA
Close A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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5
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2
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Self-Cancel Rapid Chain Special Super
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Mid
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-
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-
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-
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-
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-
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-
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A lighting fast jab wich can be chained into itself up to 3 times and then chained into 5A or 5B. Great inside combos.
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clB
Close B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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8
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4
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Fast knee strike. Cannot be canceled into itself but can be comboed into DP easely.
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clC
Close C First Hit First Hit Second Hit Second Hit
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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10 First Hit 6 Second Hit
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5 First Hit 3 Second Hit
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Special Super (Both Hits)
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Mid
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-
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-
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-
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-
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-
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-
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2 Hit uppercut that can be cancelled on both hits. Good Damage. Despite the apareances it does not works as an Anti-Air.
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clD
Close D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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15
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7
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Comes out a little slow, but does nice damage and goes over lows during almost the whole move, so it can beat most of low hitting moves. Good to use if you know that your opponent will go for low attacks.
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Crouching
2A
Crouching A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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5
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2
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Quick but weak damage and can't be chained into itself. Not worth using.
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2B
Crouching B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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8
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4
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Special Super
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Low
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-
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-
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-
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-
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-
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-
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Quick as 2A, but better range, damage and hits low. Good to confirm your DP or combo into 3A.
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2C
Crouching C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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15
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7
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Comes out almost instantly and has a pretty good ammount of hit stun.
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2D
Crouching D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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18
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9
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Special Super
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Low
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-
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-
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-
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-
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-
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-
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Long and fast Sweep. Pretty good button to use regularly.
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Jumping
JA
Jump A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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5
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2
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Air Special
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High
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-
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-
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-
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-
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-
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-
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Aerial Jab, nice active period but bad for Air to Ground. Stick to Jump B.
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8B
Jumping B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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10
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5
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Air Special
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High
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-
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-
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-
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-
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-
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-
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Anny's best jumping attack. Comes out quickly, has good range, and allows Air-to-Ground combos easily. The only downside is the low priority it has, thanks to this it can be anti-aired easily.
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8C
Neutral Jump C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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17
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7
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Air Special
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High
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-
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-
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-
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-
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-
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-
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Good option for an Instant Overhead, but Anny has better Jump moves.
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8D
Neutral Jump D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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15
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7
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Air Special
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High
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-
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-
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-
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-
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-
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-
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Mediocre range, bad air-to-ground potential, and low priority. Forget about this move's existence.
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9C
Jumping C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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13
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6
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Air Special
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High
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-
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-
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-
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-
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-
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-
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Really good jump Button. Generous Hitbox, good damage, and nice Air-to-Ground option. Use it often.
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9D
Jumping D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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15
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8
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Air Special
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High
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-
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-
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-
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-
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-
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-
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Comes out a little slow, but reaches long. Better Air-to-Air option than Air-to-Ground.
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Dashing Normals
66A
Dashing P
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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15
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7
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Dashing Slap. Similar Properties to her Far C but comes out faster and has the added momentum of Dash for better range.
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66D
Dashing K
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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24
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12
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Special Super
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Mid
|
-
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-
|
-
|
-
|
-
|
-
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Good Kick with the same properties as Far D but added dashing momentum.
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Command Normals
3A
3A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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16
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8
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Super Special
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Mid
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-
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-
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-
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-
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-
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-
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Rising slap, good move for combos but very limited thanks to his little range.
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6B
6B First Kick First Kick Second Kick Second Kick
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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5 1st 10 2nd
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2 1st 5 2nd
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Special Super (Both Hits)
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High
|
-
|
-
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-
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-
|
-
|
-
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2 Hit overhead normal wich is terribly slow to be used outside combos.
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Special Moves
Swannie Crash
236P
236AC
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Swannie Crash
Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
|
Block Adv
|
16
|
8
|
None
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Mid
|
-
|
-
|
-
|
-
|
-
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-
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Angry Bird. Anny throws a big swan-shaped projectile to the opponent. Comes out kind of slow for a projectile but travels fast enough to punish whiffed moves safely. Her main keep away tool.
- 236D makes the Swan arc up after a little, stopping some jumps if not blocked.
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Rainbow Rise
623P
623A The hitbox follows the rainbow. The hitbox follows the rainbow.
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Rainbow Rise
Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
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Startup
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Active
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Recovery
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Hit Adv
|
Block Adv
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23
|
12
|
-
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Mid
|
-
|
-
|
-
|
-
|
-
|
-
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Great DP, even if is air blockable it can beat Jump Ins easily. 2 hits and fast startup.
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623B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
|
Block Adv
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23
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12
|
-
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Mid
|
-
|
-
|
-
|
-
|
-
|
-
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Same damage as A version but better vertical range and slightly slower startup. 3 hits.
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Dashing 623P
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
|
Startup
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Active
|
Recovery
|
Hit Adv
|
Block Adv
|
28
|
14
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
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Slightly slower startup compared to 623A and 623C, but more damage, much better horizontal and vertical range. 4 Hits.
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Anny Dinamic
(D)
(D) D Hold D for 2~4 Seconds Hold D for 2~4 Seconds
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Anny Dinamic
Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
|
Startup
|
Active
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Recovery
|
Hit Adv
|
Block Adv
|
18
|
9
|
-
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High
|
-
|
-
|
-
|
-
|
-
|
-
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Hold D and release it to launch the kick.
- Slow overhead kick, good for close punish but outclassed by other options. Nice combo finisher.
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Hold D for more than 4 seconds. Hold D for more than 4 seconds.
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
25
|
12
|
-
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High
|
-
|
-
|
-
|
-
|
-
|
-
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If you hold D for more than 4 seconds Anny will release a boosted version of the move, doing more damage.
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Photon Burst
J.236P
J.236P
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Photon Burst
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
16
|
8
|
-
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Mid
|
-
|
-
|
-
|
-
|
-
|
-
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Anny will throw an energy ball to the ground, despite the apareances this move is NOT an overhead.
- J.236A will throw the projectile close to Anny
- J.236C will aim to the corner.
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Super Moves
Cosmic Throw
6321463214C
6321463214C
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Stress Shot - Cosmic Throw
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
50
|
50
|
-
|
Grab
|
-
|
-
|
-
|
-
|
-
|
-
|
Anny will roll with invincibility and then grab the opponent to throw them through space. Does permanent damage only but can be broken out like a normal grab.
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Angel Breath
46A13C
46A13C Projectile Projectile Beam Beam
|
Ippatsu Ougi - Angel Breath
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
71
|
45
|
-
|
Unblockable
|
-
|
-
|
-
|
-
|
-
|
-
|
Unblockable and Good Damage but the motion makes it hard to execute without some kind of buffer.
- You can hold A and then execute the move by inputting 4613C.
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Combos
Combo
|
Damage
|
Notes
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Combos
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[D] j.C, cl.C, 6B ]D[
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Need to cancel cl.C and 6B on the first hit or the combo will drop
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j.C, cl.C, f+B, 6236+C
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|
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j.C, cl.C, 46A13C
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|
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J.D 2CD 6B 6236C
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|
Need to cancel 2CD on the first hit or it'll launch.
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J.d 66c 6623c > air grab
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Air grab can only be done in the corner. Tight window to land.
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Ippatsu Ougi Combos
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J.c 5a5a 3a 46A13C
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|
Needs to be buffered.
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J.D 2CD 6B 46A13C
|
|
Needs to be buffered.
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(Note:I need more info. I will come back to this page.)