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's essentially a zoner with dangerous 6.B confirms. However, Anny is very limited in zoning, thanks to rolls and back dashes, so close range conditioning is your best option for any major damage. She can use her 236.A/C and 5.B, which is an amazingly long poke, to keep the opponent properly spaced. Photon burst, j.236.A/C is punishable at point-blank ranges but can be done at full-screen to bait approaches. However, be warned photon burst is highly punishable if the opponent rolls or does a super jump. It's important to not overdo your zoning so the opponent doesn't catch on. It is also very important to deny jump-ins with 2.CD, since you can reset an opponent back to neutral off of a punish confirm. If they do manage to get close, mix it up with her 6.B overhead. Anny's 6.B can link into 623.C and 46.A-13.C (level 2 super). If you can condition your opponent into blocking low and staying still thanks to the fear of a 6.A overhead; you can now use your 63214-63214.C (level 1 super) command grab to get some solid 50 permanent damage in. However, this isn't guaranteed and your opponent can jump and easily punish if they identify the command grab's start-up roll. If you manage to get cornered, do not use your projectiles or DP unless it's in a combo. You'll get punished a lot more easier. In the corner, you'll want to rely on your close-up options, like 6.B and Anny's long A/B normals, to get out.
Anny can play somewhat aggressively if the opponent allows it to happen or doesn't know how to deal with Anny. Anny's 9.C is an amazing button and can easily cross-up for a full combo. Anny's combo game is rather limited but isn't entirely grounded like some of the other characters. Her 3.A, 2.CD and 6.B can catch jumps from opponents trying to jump away and land a 623.C (heavy rainbow rise) afterward. If you somehow manage to corner someone as Anny, your combo game is dramatically increased thanks to 623.C (heavy rainbow rise) having a grab follow-up in the corner and instant overhead 8.C. But, it's rare to get someone cornered with Anny.
In Summary, play keep away, use your long A/B poke normals, use 6.B to mix the opponent up when they get close, condition them to crouch block to land your command grab super, and don't use projectiles point-blank.
Normal Moves
Far Standing Normals
5A
5.A
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Total Damage
|
Permanent Damage
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Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
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Hit Adv
|
Block Adv
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4
|
2
|
Special Super
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Mid
|
-
|
-
|
-
|
-
|
-
|
-
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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
|
Gauge
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Startup
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Active
|
Recovery
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Hit Adv
|
Block Adv
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10
|
5
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Special Super
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Mid
|
-
|
-
|
-
|
-
|
-
|
-
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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
|
Gauge
|
Startup
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Active
|
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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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
|
Gauge
|
Startup
|
Active
|
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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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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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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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
|
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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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
|
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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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
|
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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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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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
|
Cancel
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Guard
|
Gauge
|
Startup
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Active
|
Recovery
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Hit Adv
|
Block Adv
|
15
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7
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Special Super
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
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Air Unblockable. Good, but short, crouching normal that is excellent when used in short combos.
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2D
2.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
|
Startup
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Active
|
Recovery
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Hit Adv
|
Block Adv
|
18
|
9
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Special Super
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Low
|
-
|
-
|
-
|
-
|
-
|
-
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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
|
Startup
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Active
|
Recovery
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Hit Adv
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Block Adv
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5
|
2
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Air Special
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High
|
-
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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
|
Cancel
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Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
10
|
5
|
Air Special
|
High
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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
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
17
|
7
|
Air Special
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High
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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
|
Permanent Damage
|
Cancel
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Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
15
|
7
|
Air Special
|
High
|
-
|
-
|
-
|
-
|
-
|
-
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Has more horizontal range than 8.B but less vertical range.
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9C
7.C or 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
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
13
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6
|
Air Special
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High
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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.C or 9.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
15
|
8
|
Air Special
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High
|
-
|
-
|
-
|
-
|
-
|
-
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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 or 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
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
15
|
7
|
Special Super
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
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 or D
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Total Damage
|
Permanent Damage
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Cancel
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Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
24
|
12
|
Special Super
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
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
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
16
|
8
|
Super Special
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
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
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
15
|
7
|
Special Super
|
High
|
-
|
-
|
-
|
-
|
-
|
-
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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
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
16
|
8
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
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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.
|
Rainbow Rise
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
23
|
12
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
2 hits. Beats out most jump-ins but can trade with better priority normals.
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|
623.C
|
Rainbow Rise
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
23
|
12
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Same damage as A version but better vertical range and slightly slower startup. Can be followed up with an air grab in the corner.
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|
Dashing 623.A or C
|
Rainbow Rise
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
28
|
14
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
It's best to only use this during combos due to it's large recovery. Can be followed up with an air grab in the corner.
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Anny Dynamic
(D)
[D] (2 second hold) Anny Dynamic Anny Dynamic
|
Must hold D for 2 in game seconds then release for the special to come out.
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
18
|
9
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
Hold D and release it to launch the kick. Punishable on block.
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|
[D] (4 second hold) Powered up version Powered up version
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
25
|
12
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
If you hold D for more than 4 seconds Anny will release a boosted version of the move, doing more damage. Punishable on block.
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|
Photon Burst
J.236P
J.236.A/C
|
Photon Burst
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
16
|
8
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Anny will throw an energy ball to the ground, despite the apareances this move is NOT an overhead. Has landing recovery frames no matter the jump height. Cannot be comboed into.
- J.236.A will throw the projectile close to Anny
- J.236.C will aim to the corner.
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|
Super Moves
Stress Shot
6321463214C
63214-63214.C Cosmic Throw Cosmic Throw
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
50
|
50
|
N/A
|
Grab
|
-
|
-
|
-
|
-
|
-
|
-
|
Anny will roll forward before grabbing the opponent. Has some start-up invincibility but can be grabbed like a normal roll. Cannot be comboed into.
|
|
Ippatsu Ougi
46A13C
46A-13.C Angel Breath Angel Breath on hit on hit
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
70
|
35
|
N/A
|
Unblockable
|
-
|
-
|
-
|
-
|
-
|
-
|
Possibly the coolest super in the game. Excellent to end combos with but can be very tricky to land if you're not used to the motion. You can hold A to make it easier to input.
|
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Combos
Combo
|
Total Damage
|
Permanent Damage
|
Notes
|
Basic Combos
|
9.C >> 5.A > 5.A > C xx 236.C
|
34
|
17
|
|
9.C >> 5.A > 5.A > C xx 623.C
|
30
|
15
|
623.C can be followed up with an air throw in the corner for an additional 10 damage.
|
9.C >> cl.5C (1 hit) > 3.A xx 236.C
|
37
|
18
|
|
9.C >> cl.5C (1 hit) > 3.A xx 623.C
|
34
|
17
|
623.C can be followed up with an air throw in the corner for an additional 10 damage.
|
9.C >> 2.A > 3.A xx 623.C
|
34
|
17
|
623.C can be followed up with an air throw in the corner for an additional 10 damage.
|
9.C >> 2.B > D xx 236.C
|
37
|
18
|
|
9.C >> 5.A > 5.A > C xx 46.A-13.C
|
69
|
34
|
Requires 2 Stress Meter.
|
Intermediate Combos
|
9.D >> 2.CD (1 hit) > 6.B (2 hits) xx 623.C
|
42
|
21
|
623.C can be followed up with an air throw in the corner for an additional 10 damage.
|
9.D >> 2.CD (1 hit) > 6.B (2 hits) xx 46.A-13.C
|
77
|
38
|
Requires 2 Stress Meter.
|
[D] 9.C >. cl.5C (1 hit) > 3.A xx ]D[
|
38
|
19
|
Hold D for 2 seconds. Punishable on hit.
|
[D] 9.C >. cl.5C (1 hit) > 3.A xx ]D[
|
42
|
21
|
Hold D for 4 seconds.
|
[D] 9.C >> 5.A > 5.A > C xx ]D[
|
34
|
17
|
Hold D for 2 seconds. Punishable on hit.
|
[D] 9.C >> 5.A > 5.A > C xx ]D[
|
38
|
19
|
Hold D for more than 4 seconds.
|
'Advanced Combos
|
(Cross-up) 9.C >> 5.A ~> 2.B > D xx 236.C
|
38
|
19
|
5.A ~> 2.B is a P-Link.
|
9.C >> 5.A ~> 2.B > 3.A xx 236.C
|
41
|
20
|
5.A ~> 2.B is a P-Link.
|
9.C >> 5.A ~> 2.B xx 623.C
|
36
|
18
|
5.A ~> 2.B is a P-Link. 623.C can be followed up with an air throw in the corner for an additional 10 damage.
|
9.C >> 5.A ~> 2.B > 3.A xx 46.A-13.C
|
74
|
37
|
5.A ~> 2.B is a P-Link. Requires 2 Stress Meter.
|
9.C >> 66.P xx 623.P
|
47
|
23
|
623.P can be followed up with an air throw in the corner for an additional 10 damage.
|