Akatsuki Blitzkampf/Anonym

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Anonym's official profile image

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).

Throws

4/5/6+A+B: Anonym performs a quick series of punches and then kicks the opponent away. Can be teched.

j.4/5/6+A+B: Anonym grabs her enemy, flips and slams him or her into the ground below, then hops away. Untechable.

Shooting Normal Moves

Anonym's pre-made colors

5A/[A]: 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.

5B: a single shot forward.

5C: Anonym slightly croucnes and fires a single shot diagonally up.

2/3A: similar to 5B, only crouching.

2/3B: a shot even lower than 2A (so it actually hits low).

2/3C: another low shot, only this time Anonym lies on the ground, which effectively allows her to evade projectiles and other high attacks.

j.A: Anonym shoots the ground aiming at ~3/4 point of the screen.

j.B: same as j.A, but aimed at the opposite side of the screen.

j.C: a shot directly forward.

A/B/C (on the ground and when out of ammo): Anonym auto-reloads her guns.

Melee Normal Moves

4A: a poke with one of the revolvers.

4B: poke with another revolver, slightly more range.

1A: same as 4A, only crouching.

1B: same as 4B, only crouching.

1C: Anonym slides forward feet first, knocking her opponent down (low attack, techable). As with 2C, Anonym is very low to the ground.

j.4A: an overhead poke with both revolvers.

j.4B: overhead kick, aimed down.

j.4C: another overhead kick, hits higher and is more damaging.

Command Normals

リロード - Reload - 6A: Reloads the guns at any time

キルクイトス - Circuitus - 4C: An upward flip kick that launches the opponent.

カノーネ - Kanone - 6C: A lunging knee strike. Comes out pretty fast and knocks down.

アヴァタール - Avatar - j.2A/B/C: A descending front flip.

Special moves

トリニタス - Trinitas - 236+A/B/C: shoot three times reloading before it. A version makes Anonym roll forward while reloading and then shoots low. B version has a delay because of the reloading and is exactly like 5B, but with three shots. C version makes her hop back while reloading, then she shoots in a 45 degree up.

アンゲルス - Angelus - 214+A/B/C, A/B/C (also in air): 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 (A the lowest and C the highest). The second command makes her shoot while doing a mid-air "jump": A version jumps back, B version stays in place and C version jumps forward. Without any ammo it can be used as an escaping tool as both commands result in a somewhat double-jump.

クルクス - Crux - 22+A/B/C: shoots once diagonally up and both bullets (from each gun) ricochet back down. A version shoots very upward and makes bullets fall closer to Anonym, B shoots a little lower which makes fall far from her. C version has the lowest angle but bullets fall the furtherst. It also works as an anti-air move.

EX and Super Moves

特攻トリニタス - EX Trinitas - 236+B+C: shoots many times in the three directions the normal Trinitas would shoot. She reloads before and after.

特攻アンゲルス - EX Angelus - 214+B+C (also in air): double-jumps upward and shoots down a few times. She reloads before and after.

特攻クルクス - EX Crux - 22+B+C: 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.

テトラグラマトン - Tetragrammaton - executes automatically when KO'ed (needs 3 super stocks): 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 forcefield).

General Strategy

"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

Best Stand-alone Normals (Revolver)

  • Midscreen 5A
  • 2A
  • 3/4 Screen 5C
  • Varied JB
  • Late JC

Shot Sequences

  • 5B -> 5C -> 22B/C
  • 5B -> 2C
  • 2A -> 5B
  • 5A/[A] -> 5B -> [22C]

Combos

Midscreen Combos

Basic Midscreen Combos

  • Far 1A -> 1B -> 6C
[dmg.1596]

Midscreen Combo 1


  • (1A -> 1B) 4C -> 1B -> 6C
[dmg.2141]

Midscreen Combo 2


  • (1A -> 1B) 4C -> 4B -> 1C
[dmg.2128]

Midscreen Combo 3


  • 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.


Midscreen Revolver Combos

  • {2Rds} - (1A -> 1B) 4C -> 4A -> delay 5B -> 2C
[dmg.2235]


  • {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]

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

  • (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

Anonym's Intro


General
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