General
Background
"TSUCHINOKO!"
Anna is the younger sister of Ruri, the owner of a popular pub named Hammer Spot.
The pub has been operated by her family for over 100 years, but Anna isn’t really interested in helping.
She hates drunk people, so she rarely spends time there. She would much rather go out shopping and put together new fashionable outfits.
Occasionally, she gets angry with drunk customers at the pub and gets into fights. However, that has yet to hurt the business. In fact, some customers come to the pub just to see her fight.
Ruri plans on setting up a ring in Hammer Spot for Anna to fight in, promising that as long as Anna fights, she’ll never have to help with anything else at the pub.
Colors
Gameplay
General
Recommended Types: Super/Stamina
Anna's primary focus is using her 5EX venom ball to safely approach and poke with her extremely safe 2X slide.
She lacks very much in easy "combo-able" buttons and sports a smattering of solid tools as oppose to dominant buttons like other characters have.
Not only that, but her Ultras are extremely lacking. All of this and only having a grab as a combo-starter, forces her into a neutral dominant power-house that struggles to deal damage.
Still 5EX is probably the best EX in the game, hands down.
She doesn't need Ultras if she has 5EX, so she hides behind her fireball and her nearly unpunishable 2X.
Forcing opponents into the corner where they'll eat a solid 100-ish damage combo if she gets her grab.
Either that or they get to deal with looping Okizeme that's nearly unpunishable.
Top-tier character due to 5EX alone.
Tech
There's nothing very "tech-y" about Anna, if there's anything noteworthly it'll most likely be listed in the move-list.
Movelist
5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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5
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Mid
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1
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1
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2
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0
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?
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?
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?
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N/A
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Insanely quick and safe 1f jab, very long reaching.
Coincidentally, identical to Rare's 5A except with a worse hurtbox.
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2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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5
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Low
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1
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2
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2
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0
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?
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?
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?
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N/A
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Equally as solid as her 5A, gets a tiny bit of extra activity, but in general it's basically the same as 5A but low.
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J.A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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15
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High
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5
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4
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3
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0
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?
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?
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?
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N/A
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Weirdo air-momentum jab, a bit poor of a hitbox but fast, halts vertical movement.
Very applicable in combos, carries well off of a midscreen launcher into the corner. Ends in the air so it can combo into j.B
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5B
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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15,15,18 (42)
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Mid
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9
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11
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5
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0
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?
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?
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?
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N/A
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Multi-hit forward poke, not very fast or safe, is outclassed by other options in neutral.
Better off using a different button such as 2X or 2B when approaching with a venom ball.
Applies well in corner combos though.
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2B TSUCHINOKO TSUCHINOKO
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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20
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Low
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7
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5
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7
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0
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?
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?
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?
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N/A
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A very very long low similar to Robo-Azuma's 2B, isn't a disjoint however and isn't as safe.
Best used behind a venom ball or for poking unsafe moves. It extends your hitbox a lot, so NEVER try to punish grabs with this.
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J.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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20
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High
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5
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12
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Until Ground
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0
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?
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?
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?
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N/A
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Odd air-float with a huge and disruptive hitbox. Similar to Buttobi's j.B.
Movement can be influenced with 4 and 6, halts all vertical momentum, can even apply as an instant overhead in some cases.
Especially safe against tall characters or those without good anti-airs.
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5X skidaddle skidoodle I now control neutral skidaddle skidoodle I now control neutral
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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10
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Mid
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13
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Until Off-screen
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16
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0
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?
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?
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?
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N/A
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Free version of the infamous venom ball, not that good honestly.
Controls space all the same but reduced damage, smaller hitbox, a single-hit reduces the application.
Very susceptible to being jump-in parried or traded with, usually only seen being thrown out by a losing Anna.
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2X s̸̠͖͙̤̈́̒̈́̌͐l̴͚̯͉̻̇̓́̇͘ì̶̛̛͖͔̲̤̟̥̬̓̽̑̀̒ḑ̸̯̲̝̫̜̜͎̉̅͒̈́̈́͑͘͝e̵̯̝̱̒̈̑ s̸̠͖͙̤̈́̒̈́̌͐l̴͚̯͉̻̇̓́̇͘ì̶̛̛͖͔̲̤̟̥̬̓̽̑̀̒ḑ̸̯̲̝̫̜̜͎̉̅͒̈́̈́͑͘͝e̵̯̝̱̒̈̑
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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20
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Low
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3
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16
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3
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0
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?
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?
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?
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KD
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Nearly unpunishable slide with little-to-no recovery. Extremely spammable and extremely hard to hit.
Can only be reliably punished by players up against the wall with fast 2As. If not, or if you're approaching with a 5EX, you win. That's it.
Can only be punished by characters with very very good "Until Ground" jumping moves, assuming there's no 5EX to back up Anna.
Low-profiles other projectiles and many moves, this along with 5EX is the reason people run this character.
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J.X
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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20
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High
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7
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Until Ground
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3
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0
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?
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?
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?
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N/A
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Very weird move in terms of frame-data. Is active until you land, in which there's 3 frames of recovery once you land.
Technically active "Until Ground", but that would imply it's cancelled by the ground and has no recovery, similar to any of the "Until Ground" j.As, but it isn't and has recovery.
Outside of that, fairly solid solid divekick with good follow-ups, your only way to approach from the air without being punishable.
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5EX SKIDADDLE SKIDOODLE I NOW CONTROL NEUTRAL SKIDADDLE SKIDOODLE I NOW CONTROL NEUTRAL
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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20*2 (38)
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Mid
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8
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Until Off-screen
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12
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1-8
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Knockdown
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?
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?
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KD, KB
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Practically broken projectile. Makes all of her buttons and tools safe if done from behind or inside it.
Without it, she's not very hard to deal with, but behind her projectile she has the flexibility to force anything.
It's multi-hit nature makes it very hard to easily jump-in air parry, couple that with Anna being able to do pretty much anything during this, it's completely and utterably unpunishable.
Hope and pray that you are on the opposite side of the projectile or try to wait it out until it goes off-screen.
Anna essentially is only punishiable when the projectile is going the oppposite direction from her and she can't approach with it.
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2EX power s̷̜͓̫͍̤̗̘̘̐̚l̵̛̤̺̀͐̽i̶̭͙̥͖̹̜̚d̸̬͓̗͂̑ḙ̴͖̤͙̮͈̍̒͑̀͆̓ power s̷̜͓̫͍̤̗̘̘̐̚l̵̛̤̺̀͐̽i̶̭͙̥͖̹̜̚d̸̬͓̗͂̑ḙ̴͖̤͙̮͈̍̒͑̀͆̓
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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30
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Low
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1
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12
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4
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1-13
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Knockdown
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?
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?
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KD
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Fast 2X, a good reversal and escape option.
Moves you wayyy too quickly to be as applicable as 2X is, but it's great for poking through projectiles or disrupting opponents.
Can be applied in some combos very well and 2EX>2X links into itself endlessly with proper timing.
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J.EX
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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30
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High
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4
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Until Ground
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3
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1-4
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Knockdown
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?
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?
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KD
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Suffers the same weird frame-data as j.X, it's active until you land, in which there's 3 frames of recovery once you land.
Technically active "Until Ground", but that would imply it's cancelled by the ground and has no recovery, similar to any of the "Until Ground" j.As, but it isn't and has recovery.
Your main launcher outside of grab. Very fast and launches pretty well leaving for great j.A follow-ups and carries.
Can be tiger-knee'd for an instant overhead launcher that's safe on block. Very good move.
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Ultra 1 (Y)
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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N/A
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N/A
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5
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During Install
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N/A
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1-5
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N/A
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N/A
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N/A
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N/A
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Similar to Yun's Genei Gin from Third Strike. Good install, lets you cancel normals into normals and speeds up a lot of the frame-data for most.
Offers an interesting alternative to Super-type, gives you a ton of pseudo-infinites and guarantees about 100-ish damage off of one Ultra even from midscreen.
Extremely under-used, mainly outclassed by Super-type alone.
Keep in mind, during installs you cannot input EXs or KCs.
Which makes this even worse than it has to be.
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Ultra 2 (Y)
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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75
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Grab
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2
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4
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4
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1-10
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Knockdown
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Knockdown
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N/A
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KD
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Insta-slam, can be combo'd into unlike most command grabs.
Extremely quick, but the damage isn't very high and simply doing one of the throw-combos in the corner or playing neutral for a bit will get you the same damage.
It's not bad, but more or less outclassed and has little use due to that when you can just force Super-type and spam 5EX.
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Grab (AB)
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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40
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Grab
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3
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4
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5
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0
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Knockdown
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Knockdown
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N/A
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KD, KB
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One of the few non-KC combo-able grabs in the game.
Applies very well in the corner as a meterless combo starter with good damage.
Great in all aspects except for the fact that it's a normal grab, forcing you to fish for grabs in the corner.
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Taunt (Select)
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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+20 to next attack
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N/A
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N/A
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N/A
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59
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N/A
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N/A
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N/A
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N/A
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N/A
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Anna hisses like a snake and gets the standard damage buff, not too fancy.
Buff goes away on hit, block, or parry like all other buffs.
Relatively fast and can be done safely behind 5EX, not too bad but she doesn't need it so much like other damage buff taunts it's useless.
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Combos
Notation Help
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Disclaimer:
Combos are written by various writers, so notation may differ slightly from this notation.
For more information, see Controls.
Character-specific notation, will be on the character's page.
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FB
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Refers to the act of gaining a "Flash Bonus", which grants you extra meter, on the hit of a move.
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KC
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Refers to pressing B+Y on the same frame, or the macro-button for B+Y. This is known as a Kyanta-Cancel, this game's Roman-Cancel.
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DC
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Refers to cancelling a move by activating Demon type's buff, similar to KC.
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XEX
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Refers to pressing X+Y on the same frame, or the macro-button for X+Y.
This is known as an EX move, for example: j.EX>5EX>2EX.
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{X/Y/Z}
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Move X or Y or Z can be used.
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#X
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Indicates that any of A, B and C may be used with #. Example: 3A (Down-right, Light.)
If you have trouble with this notation, you may want to google for "Numpad Notation" elsewhere.
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(X)xN or (X)xN-N
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Loop the inputs in the square brackets or parenthesis as many times as N, sometimes doesn't include brackets or parenthesis but still means the same thing.
Also occasionally includes a dash to indicate that a varying amount of hits can be performed.
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j.X
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Button X is input while you are in the air jump.
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X(whiff)
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Indicates that X is intended to whiff.
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(Delay) or (Wait)
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Indicates a short delay on the hit.
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(X)
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X move is omittable from the combo, this will be mentioned in the hover text.
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tk.X
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Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
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AA
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Indicates the move hits an opponent in the air, referred to as an Anti-air. Hence AA.
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[X]
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Indicates if a move should be held down.
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]X[
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Indicates if a held move should be released, for example: 5[B] > 5]B[.
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Air
5B > KC > j.A(FB) > j.B > (j.EX)x5 > (5A)x4 (181)
Midscreen
j.X > 5A > 2X (39)
j.X > 5A > U2 (98)
- Only U2 confirm, extra jabs can be done in corner.
j.EX > 5A > (j.A)x3 > j.EX > (5A)x5 (95)
Demon Midscreen
2X > DC > 2EX > 2A > (j.EX)x6 (165)
Corner
Grab > 5A > (j.A)x3 > j.EX > (5A)x5 (105)
2X > 2B > 5B > (5A)x3 (78)
Flash Bonus
Grab > KC > j.B > KC > j.A(whiff) > j.A(FB) > j.B > 5A > 2X > KC >(5A)x3 > 2EX (180)
Other Resources/Notable Players
Other Guides
Showcases
+180 Damage Combos from Anna to Zackywild By YFDHippo
Notable Players
(Names to look out for when searching for VODs of this character.)
General
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Advanced
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Characters
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