Matrimelee/Anny

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Anny Hamilton
Color

Introduction

A very attractive and repelent girl... Literally.

Annie is a compassionate woman who was born into a rich family. She is, however, overbearing and bossy, due to her spoiled upbringing. Despite this, she loves animals and children, and currently has 6 dogs, 4 cats, 3 horses and a turtle named Kensington.

During the events that occurred in Power Instinct, Annie saw Otane in her youthful form performing the "Koushokuheki", which is practically the same as her "Rainbow Barrier". Annie prefers that her techniques are unique to her and for that reason she stopped using it, developing a new attack called Rainbow Rise

Annie received an invitation for the Matrimelee tournament in which the prize for the winner was to get engaged with the daughter or the son of the King of Certain Country. Although she didn't have any interest in getting involved at first, she later found that Keith was invited to participate! When Annie found out about Keith's decision to join, the flame of jealousy burned inside of her and she entered the tournament to stop Keith from winning.

Overview

Strengths Weaknesses
  • Good standing A/B normals. Great for poking.
  • Good DP move for reversals.
  • Two different projectiles for ground and air control.
  • Air grab, great for air to air options.
  • Can punish moves safely.
  • Her Stress Shot does Permanent Damage only.
  • Low damage output outside of counters.
  • Slow Great Attacks.
  • No reliable Anti-Airs.
  • Limited Combo Potential.
  • Her special moves can be easely punished on block/whiff and even on hit.
  • Her 6B overhead is slow.
  • Stress Shot can be broken out of like a normal throw.

Strategy

Anny is a character who focuses on space control.

She uses her projectiles to keep the opponent at a certain distance and land a combo when they let their guard down. This can pester the opponent in many ways but also require you to know what you are facing. If she is in danger you can use her command grab "Cosmic Throw" to land a good amount of permanent damage, but be careful because it can be broken out like a normal throw. Her DP is a good reversal if the opponent is reckless.

However, Anny has very serious disadvantages like her low damage output even landing her Ippatsu Ougi, making her reliable on take advantage and keep it longer as possible. Her best tools are too slow to be applied outside of combos and almost her whole move set is punishable.

To play Anny you must be patient and wait for your chance to land your damage.

What you want to do:

  • Keep the opponent in a safe distance with your projectiles.
  • Set your Command Grab for nice damage.
  • Use your pokes to pester the opponent when is close.
  • Combo her Ippatsu Ougi consistently for good damage.
  • Keep most of your meter for CD counter to break the opponent's pressure.

What to avoid:

  • Getting cornered.
  • Whiff your Specials.
  • Roll towards the opponent.
  • Spend your meter on Stress Shot and Ippatsu Ougi outside of combos.

Normal Moves

Far Standing

5A

5A
Matrimelee Anny 5A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
4 2 Rapid Chain
Special
Super
Mid - - - - - -

Fast move for pokes, low damage but pretty good overall

5B

5B
Matrimelee Anny 5B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 Special
Super
Mid - - - - - -

Good speed, range, and damage. Anny's main poke also is safe on block. Spam away.

5C

5C
Matrimelee Anny 5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
15 7 Special
Super
Mid - - - - - -

Same range as 5A but much slower, not worth using it.

5D

5D
Matrimelee Anny 5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Mid - - - - - -

Nice Range and damage but little slow compared to her other normals. However, is really useful so you will use it a lot.

Close Standing

clA

Close A
Matrimelee Anny clA.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
5 2 Self-Cancel
Rapid Chain
Special
Super
Mid - - - - - -

A lighting fast jab wich can be chained into itself up to 3 times and then chained into 5A or 5B. Great inside combos.

clB

Close B
Matrimelee Anny clB.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 Special
Super
Mid - - - - - -

Fast knee strike. Cannot be canceled into itself but can be comboed into DP easely.

clC

Close C
Matrimelee Anny clC 1.png
First Hit
First Hit
Matrimelee Anny clC 2.png
Second Hit
Second Hit
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 First Hit
6 Second Hit
5 First Hit
3 Second Hit
Special
Super (Both Hits)
Mid - - - - - -

2 Hit uppercut that can be cancelled on both hits. Good Damage. Despite the apareances it does not works as an Anti-Air.

clD

Close D
Matrimelee Anny clD.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
15 7 Special
Super
Mid - - - - - -

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.

Crouching

2A

Crouching A
Matrimelee Anny 2A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
5 2 Special
Super
Mid - - - - - -

Quick but weak damage and can't be chained into itself. Not worth using.

2B

Crouching B
Matrimelee Anny 2B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 Special
Super
Low - - - - - -

Quick as 2A, but better range, damage and hits low. Good to confirm your DP or combo into 3A.

2C

Crouching C
Matrimelee Anny 2C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
15 7 Special
Super
Mid - - - - - -

Comes out almost instantly and has a pretty good ammount of hit stun.

2D

Crouching D
Matrimelee Anny 2D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Low - - - - - -

Long and fast Sweep. Pretty good button to use regularly.

Jumping

JA

Jump A
Matrimelee Anny 8A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
5 2 Air Special High - - - - - -

Aerial Jab, nice active period but bad for Air to Ground. Stick to Jump B.

8B

Jumping B
Matrimelee Anny 8B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 - High - - - - - -

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.

8C

Neutral Jump C
Matrimelee Anny 8C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
17 7 - High - - - - - -

Good option for an Instant Overhead, but Anny has better Jump moves.

8D

Neutral Jump D
Matrimelee Anny 8D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
15 7 - High - - - - - -

Mediocre range, bad air-to-ground potential, and low priority. Forget about this move's existence.

9C

Jumping C
Matrimelee Anny 9C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
13 6 - High - - - - - -

Really good jump Button. Generous Hitbox, good damage, and nice Air-to-Ground option. Use it often.

9D

Jumping D
Matrimelee Anny 9D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
15 8 - High - - - - - -

Comes out a little slow, but reaches long. Better Air-to-Air option than Air-to-Ground.

Special Moves

Swannie Clash - 236A/C

Anny throws a heavenly swan at the opponent.

  • 236A version moves straight horizontally.
  • 236C version arcs upwards towards the corner.

Rainbow Rise - 6236A/C

Anny rises into the air creating a rainbow trail with her hand.

  • 623A has a shorter vertical distance.
  • 623C has a higher vertical distance.

Anny Dynamic [D]D

Anny does a split kick overhead.

  • Hold D for 4 seconds then release.
  • Stronger when used in combos.

Photon Burst J.236A/C

Anny throws a blue projectile at the opponent.

  • 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

Anny rolls up to the opponent, grabs them and throws them through space.

  • It can be broken like a normal throw.
  • Deals unrecoverable damage.

Ippatsu Ougi

Angel Breath - 46A13C

Anny throws a blue disc at the opponent, crouches down, and fires an angel beam.

  • 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.)

General
FAQ
Controls
Menus
HUD
Glossary
System
Characters
Anny
Buntaro
Chinnen
Clara
Elias
Hikaru
Jimmy
Jones
Kanji
Keith
Lynn
Olof
Poochy
Reiji
Saizo
Sissy
Shintaro
Tane
Ume
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