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 Normals
clA
cl.5A
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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 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 quick jab that can naturally chain into 5.C. Key normal for Anny's BnB combos.
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clB
cl.5B
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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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Air Unblockable. A quick knee that can be used to confirm into Swannie Crash and Rainbow Rise.
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clC
cl.5C 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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16
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8
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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 main combo tool. Decent anti-air and start juggle combos.
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clD
cl.5D
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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 some start-up frames but when active, it's lower body invincible.
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Crouching Normals
2A
2.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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Air Unblockable. Decent crouching jab. Does not cancel into itself and can only be comboed from 3.A. You'll use cl.5A or 5.A at this point.
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2B
2.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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Extremely quick low kick that can naturally chain into 5.D.
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2C
2.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. Good, but short, crouching normal that is excellent when used in short combos.
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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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Decently long sweep that slides forward slightly. Punishable on block point-blank.
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Jumping Normals
JA
8.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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Extremely active but has little hitstun. Decent air to air but can get stuffed out by better air normals. Can cross-up.
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8B
8.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 jump normal. Good vertical range hitbox but has less hitstun than 8.C and 8.D. Can cross-up.
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8C
8.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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Decent air normal that can be used for instant overheads.
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8D
8.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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Has more horizontal range than 8.B but less vertical range.
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9C
7/9.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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Excellent jump button. It has excellent horizontal range and can be used in hyper hop combos. Can cross-up.
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9D
7/9.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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Extremely good air-to-air option but a sub-par jump-in. Can cross-up.
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Dashing Normals
66A
66.A/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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The BIG Slap. Similar to 5.C but slides further. Great to confirm a dash enhanced 623.A/C.
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66D
66.B/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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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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-
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-
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-
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-
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-
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Same as 5.D but with some sliding and extra damage. Nice range for punishes.
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Command Normals
3A
3.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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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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Air Unblockable. Mainly used to finish combos but can be used as a psuedo anti-air. However, it's difficult to use as an anti-air due to it's forward slide. Can combo into all specials excluding photon burst. Can also link into Ippatsu Ougi.
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6B
6.B 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
|
Block Adv
|
15
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7
|
Special Super
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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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Air Unblockable. Moderately slow overhead but can be used to extend combos.
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Special Moves
Swannie Crash
236P
236.A/C Swannie Crash Swannie Crash
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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
|
16
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8
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N/A
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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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Decently fast projectile that has two versions.
- 236.B comes out horizontally.
- 236.D starts horizontally but travels up into the corner.
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Rainbow Rise
623P
623.A 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
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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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Decent DP. Beats out most jump-ins but can trade with better priority normals. 2 hits.
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623.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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23
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12
|
-
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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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Same damage as A version but better vertical range and slightly slower startup. 3 hits.
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Dashing 623.A/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
|
Startup
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Active
|
Recovery
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Hit Adv
|
Block Adv
|
28
|
14
|
-
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Mid
|
-
|
-
|
-
|
-
|
-
|
-
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Slightly slower startup compared to 623.A and 623.C, but more damage, much better horizontal and vertical range. 4 Hits. Can also be followed-up with an air grab but is extremely tight to land.
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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
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Active
|
Recovery
|
Hit Adv
|
Block Adv
|
18
|
9
|
-
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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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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
|
Gauge
|
Startup
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Active
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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
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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
|
-
|
-
|
-
|
-
|
-
|
-
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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
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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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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
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Needs to be buffered.
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(Note:I need more info. I will come back to this page.)