Akatsuki Blitzkampf/Anonym

From Mizuumi Wiki
Jump to navigation Jump to search
Anonym's official profile image

Background

An armed officer of the Inquisition from the religious society, Holy Club. She is dispatched to destroy Gesellschaft, the organization supporting the heretic Perfecti Cult. She is a master of "Lambuth Style Gun-jutsu" a combination of oriental kempo and pistols. (from character selection screen)

Anonym's pre-made colors

Read the translation of her arcade mode!

Introduction

  • All of Anonym's shooting normals act as special attacks and inflict guard damage.
  • Armor Ratio = 1.050
  • Forward Dash is invulnerable on frames 1-5. The only forward dash in the game with invulnerability.
  • Forward Dash can pass through opponents on frames 1-15.
  • Forward Dash has some upper body invulnerability on frames 6-20 (the whole dash is low to the ground).


All damage values below were tested on Akatsuki with 1.000 armor ratio and full life on both sides (remember about "Health difference" and "Guts" systems)

Shooting Normal Moves

Note: Bullet normals can only be special cancelled on impact, e.g. 5C whiff>22X by itself won't work, but 5B(5B hits)> 5C (whiff)>22X will.

5A
ABK-Anon-5A-Angles 3.png
Damage Guard Startup Adv Hit Adv Block
450 High/Low 9 +1 -6
  • Anonym fires into the ground 1 to 3 shots (depending on how long you hold the attack button), that ricochet roughly at 2/3 screen point.
5B
ABK-Anon-5B-Angles-2.png
Damage Guard Startup Adv Hit Adv Block
950 High/Low 11 +2 -8
  • A single shot forward.
5C
ABK-Anon-5C-Angles-2.png
Damage Guard Startup Adv Hit Adv Block
1450 High/Low 13 KD -10
  • Anonym slightly croucnes and fires a single shot diagonally up. Causes a knockdown, can be comboed into 236A\B on hit.
2/3A
ABK-Anon-2A-Angles-2.png
Damage Guard Startup Adv Hit Adv Block
350 High/Low 9 -1 -8
  • Similar to 5B, only crouching.
2/3B
ABK-Anon-2B-Angles-2.png
Damage Guard Startup Adv Hit Adv Block
750 Low 11 +0 -11
  • A shot even lower than 2A (so it actually hits low).
2/3C
ABK-Anon-2C-Angles-2.png
Damage Guard Startup Adv Hit Adv Block
1150 Low 13 -1 -14
  • Another low shot, only this time Anonym lies on the ground, which effectively allows her to evade projectiles and other high attacks.
j.A
ABK-Anon-j.A-Angles-2.png
Damage Guard Startup Adv Hit Adv Block
400 High/Low 7 VA VA
  • Anonym shoots the ground aiming at ~3/4 point of the screen.
j.B
ABK-Anon-j.B-Angles-2.png
Damage Guard Startup Adv Hit Adv Block
900 High/Low 9 VA VA
  • Same as j.A, but aimed further forwards.
j.C
ABK-Anon-j.C-Angles-2.png
Damage Guard Startup Adv Hit Adv Block
1450 High/Low 11 VA VA
  • A shot directly forward.
A/B/C (on the ground and when out of ammo)
ABK-Anon-6A.png
Damage Guard Startup Adv Hit Adv Block
N/A N/A N/A N/A N/A
  • Anonym auto-reloads her guns.

Melee Normal Moves

4A
ABK-Anon-4A.png
Damage Guard Startup Adv Hit Adv Block
450 High/Low 4 -4 -4
  • A poke with one of the revolvers.
4B
ABK-Anon-4B.png
Damage Guard Startup Adv Hit Adv Block
950 High/Low 6? -4 -6
  • Poke with another revolver, slightly more range.
1A
ABK-Anon-1A.png
Damage Guard Startup Adv Hit Adv Block
350 High/Low 4 +0 +0
  • Same as 4A, only crouching and with less damage.
1B
ABK-Anon-1B.png
Damage Guard Startup Adv Hit Adv Block
750 High/Low 6? +0 -2
  • Same as 4B, only crouching and with less damage.
1C
ABK-Anon-1C.png
Damage Guard Startup Adv Hit Adv Block
1150 Low 9 KD -16
  • Anonym slides forward feet first, knocking her opponent down.
  • As with 2C, Anonym is very low to the ground.
j.4A
ABK-Anon-j.4A.png
Damage Guard Startup Adv Hit Adv Block
450 High 4 -4 -4
  • An overhead poke with both revolvers.
  • The hitbox is good enough that a rising j.4A will stuff out a lot of moves, making 9j.4A j.A/B a strong option.
j.4B
ABK-Anon-j.4B.png
Damage Guard Startup Adv Hit Adv Block
950 High 5 VA VA
  • Overhead kick, aimed down.
j.4C
ABK-Anon-j.4C.png
Damage Guard Startup Adv Hit Adv Block
1450 High 6 VA VA
  • Another overhead kick, hits higher and is more damaging.

Command Normals

5[A]
ABK-Anon-5A-Angles 3.png
Damage Guard Startup Adv Hit Adv Block
784/1005 (450 each hit) High/Low 9 -1 -8

Anonym fires into the ground 2 or 3 shots (depending on how long you hold the attack button), that ricochet roughly at 2/3 screen point.

リロード - Reload
6A
ABK-Anon-6A.png
Damage Guard Startup Adv Hit Adv Block
N/A N/A N/A N/A N/A

Reloads the guns at any time.

キルクイトス - Circuitus
4C
ABK-Anon-4C.png
Damage Guard Startup Adv Hit Adv Block
1450 High/Low 10? KD -16

An upward flip kick that launches the opponent.

  • Godlike for damage, can be good as a late anti air (even on block).
カノーネ - Kanone
6C
ABK-Anon-6C.png
Damage Guard Startup Adv Hit Adv Block
1400 High/Low 7? KD 14?

A lunging knee strike. Comes out pretty fast and knocks down.

アヴァタール - Avatar
j.2A/B/C
ABK-Anon-j.2X.png
Damage Guard Startup Adv Hit Adv Block
1000 High/Low 23 VA VA

A descending front flip.

  • A = in place
  • B = slightly forward
  • C = far forward
  • The advantage on j.2A is so big that, if parried, you'll be able to land and parry your opponent back.

Special moves

トリニタス - Trinitas
236+A/B/C/B+C
ABK-Anon-236A-Angles-3.png
A version
ABK-Anon-236B-Angles-3.png
B version
ABK-Anon-236C-Angles-3.png
C version
ABK-Anon-236BC-3-Angles-2.png
EX version
- - - - -

Shoots three times reloading before it.

Version Damage Guard Startup Adv Hit Adv Block
A 1560 High/Low 35 +7 -6
  • A version makes Anonym roll forward while reloading and then shoots low.
B 1560 High/Low 33 -3 -16
  • B version has a delay because of the reloading and is exactly like 5B, but with three shots.
C 1560 High/Low 34 KD -16
  • C version makes her hop back while reloading, then she shoots in a 45 degree up.
EX 2600 High/Low 5 KD -34

Shoots many times in the three directions the normal Trinitas would shoot.

  • She reloads before and after.
アンゲルス - Angelus
214+A/B/C/B+C, A/B/C (Air OK!)
ABK-Anon-214X-Angles-2.png
Only the first line for the aerial version. Double the amount of bullets on EX.
- - - - -

Shoots down three times in two directions (front and back) while jumping.

  • The first command makes her jump and with each button she jumps higher. The second command makes her shoot while doing a mid-air "jump".
  • Without any ammo it can be used as an escaping tool as both commands result in a somewhat double-jump.
  • 214B~A is strong in neutral.
  • Aerial version is functionally the second command (she goes in a direction) but it only shoots one bullet.
  • Pressing B+C to do an EX after you've already done the first command won't do the EX version
Version Damage Guard Startup Adv Hit Adv Block
A N/A N/A N/A N/A N/A
  • Jumps the lowest.
B N/A N/A N/A N/A N/A
  • Jumps moderately high.
C N/A N/A N/A N/A N/A
  • Jumps the highest.
X > A 1781 (1000 in air) High/Low 13 (26 in air) VA VA
  • A version jumps back.
X > B 1781 (1000 in air) High/Low 13 (26 in air) VA VA
  • B version stays in place.
X > C 1781 (1000 in air) High/Low 13 (26 in air) VA VA
  • C version jumps forward.
EX 2359 High/Low 13 (15 in air) -31 (VA in air) -

Double-jumps upward and shoots down double the amount of times.

  • She reloads before and after.
クルクス - Crux
22+A/B/C/B+C
ABK-Anon-22A-Angles.png
A version
ABK-Anon-22B-Angles-2.png
B version
ABK-Anon-22C-Angles-2.png
C version
ABK-Anon-22BC-Angles-2-Pink.png
EX version
- - - - -

Shoots once diagonally up and both bullets (from each gun) ricochet back down.

  • Works as an anti-air move.
  • You can also special cancel into this move to count as a reload (when out of bullets).
Version Damage Guard Startup Adv Hit Adv Block
A 800 High/Low 11 +6* -6*
  • A version shoots very upward and makes bullets fall closer to Anonym.
B 800 High/Low 11 +2* -10*
  • B shoots a little lower which makes fall far from her.
C 800 High/Low 11 KD -14*
  • C version has the lowest angle but bullets fall the furthest.
EX VA (normally hits twice for 1391) High/Low 5 KD -52*

Creates a somewhat rain of bullets using normal Crux three times (or more) in a row.

  • It can be used as an anti-air.
  • She reloads before and after.

Universal Mechanics

Throws

Forward Throw
4/5/6+A+B
ABK-Anon-Ground-Throw.png
Damage Guard Startup Adv Hit Adv Block
1966 N/A 5 KD N/A

Anonym performs a quick series of punches and then kicks the opponent away. Can be teched.

Air Throw
j.4/5/6+A+B
ABK-Anon-Air-Throw.png
Damage Guard Startup Adv Hit Adv Block
2000 N/A 3 KD N/A

Anonym grabs her enemy, flips and slams him or her into the ground below, then hops away. Untechable.

Reflectors

Standing Reflector
4/5/6+B+C
ABK-Anon-Parry-Attack-2.png
Damage Guard Startup Adv Hit Adv Block
500 High/Low 7 KD +3

I don't know, don't play the character.

Crouching Reflector
1/2/3+B+C
ABK-Anon-Crouch-Parry-Attack.png
Damage Guard Startup Adv Hit Adv Block
400 N/A 7 KD +3

I don't know, don't play the character.

Jumping Reflector
7/8/9+B+C
ABK-Anon-Air-Parry-Attack.png
Damage Guard Startup Adv Hit Adv Block
500 N/A 6 KD +3

I don't know, don't play the character.

Super Move

テトラグラマトン - Tetragrammaton
Executes automatically when KO'ed (needs 3 super stocks)
ABK-Anon-A+B+C.png
Can't be visualized since its considered a projectile
Damage Guard Startup Adv Hit Adv Block
8 High/Low 11 KD -20

A flash of light appears and begins hitting the opponent rapidly 8 times while Anonym revives/resurrects.

  • This is really a second chance to not lose the round.
  • The hits can be reflected and is treated like a projectile attack.
  • The super will force the opponent back during the resurrection by expanding Anonym's collision box (like an invisible force-field).
  • For a few seconds after it activates, Anonym has an extra high defense ratio.

General Strategy

Overview

"Through analysis of thousands of recorded gunfights, the Cleric has determined that the geometric distribution of antagonists in any gun battle is a statistically-predictable element. The Gun Kata treats the gun as a total weapon, each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents, while keeping the defender clear of the statistically-traditional trajectories of return fire. By the rote mastery of this art, your firing efficiency will rise by no less than 120%. The difference of a 63% increased lethal proficiency makes the master of the Gun Katas an adversary not to be taken lightly." - DuPont


A hit-and-run type of zoner, Anonym wants to play the system mechanics while preventing her opponent from doing the same. Although she lacks any sort of blockstrings up close, her many movement options let her set up throws while, at the same time, playing around the opponent's toolkit and being a scary presence in neutral in general, chip damage on bullets to boot. Anonym not only has to manage her bullet count, but also her position on the screen, as being in the corner for her is a death sentence in a lot of matchups. The 3 bar passive Resurrection is very useful here, giving Anonym a second chance at least once per match.


  • 9j.4A j.B
  • Special cancel into 22X when out of bullets to reload faster, this is core knowledge for this character.
  • Bullet normals can only be special cancelled once a bullet reaches the opponent, be it on hit, block or parry.
  • After blocked j.2X, up back j.A is strong against opponents who mash.
  • Jumping parry is the best way to get close to Anonym after her Resurrection.


Best Stand-alone Normals (Revolver)

  • Midscreen 5A
  • 2A
  • 3/4 Screen 5C
  • Varied j.B
  • Late j.C

Shot Sequences

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


Escaping the Corner

j2C

-Flip over the opponent to travel behind them

-The distance covered is always usually good, but can leave you open to a back attack


j214C

-Similar to j2C, although even better when the opponent gets counter hit

-The trajectory is not as forgiving, if the position does not look favorable, opt for j214A to fake out


66

-Surprisingly a good option as Anonym has some invincibility frames, can pass through fireballs with ease

-Works even better if the opponent jumps and you read/react to it


1C

-Similar to 66, although with more recovery


236BC

-If you can string into it, usually a favorable situation due to the sheer amount of knockback

-Not always advised on wakeup, but not a terrible idea either

-Can be painful when parried


Fighting your way out

Self explanatory, but most used normals for this situation are:

-1A, 1B, 1C, 4C, 6C

Combos

Midscreen Combos

  • Far 1A -> 1B -> 6C
[dmg.1596]

Very useful confirm that sees a lot of use, as 4C requires you to be close to your opponent.


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

Sends your opponent to the other side of the screen, where you want them to be.


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


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


  • {1Rd} - (1A -> 1B) 4C -> 4A -> 5B -> 236A
[dmg.2463]


  • {2~4Rds} - (1A -> 1B) 4C -> 4A -> 5B -> 214A~C -> [air 214BC]
[max rds 2534 / max rds + EX 3669]


  • Close Anti-Air 4C -> AirThrow
[dmg.2912]

A somewhat situational combo requiring 0rds and no EX followups. Damage is on par with (if not better than) many of Anonym's revolver-dependent and meterless combos but involves considerable spacing and may also invite the threat of jump-reflector opposition.

Corner Combos

  • (1A -> 1B) 4C -> 1B -> 1A -> 1B -> 6C
[dmg.2403]
  • <Alternative> 4C -> 2B -> 2B -> 6C (Sai, Mycale)
[dmg.2320]

Basic Corner BnB


  • {1Rd} - (1A -> 1B) 4C -> 4B -> 5C -> 1A -> 4B -> 6C
[dmg. 2845]


  • (2Rds) - (1A -> 1B) 4C -> 4A -> 22A -> 4B -> 22B -> 1A -> 4B -> 6C
[dmg.2986]


  • {4Rds} - (1A -> 1B) 4C -> 2A -> 5B -> 5C -> 22A -> 5A -> 1A -> 1B -> 6C
[dmg.3175]


  • {4Rds} - (1A -> 1B) -> 4C -> 4A -> delay 4B -> 5C -> 214A~C -> 22BC
[dmg.4009]

Reflector Combos

Midscreen

  • Ref -> 6C -> Reload
[dmg.1540]


  • {1Rd} - Ref -> 4B -> 2C
[dmg.1767]


  • {1Rd} - Close Ref -> J4A -> J214C -> 236BC
[dmg.2414]


  • {2Rds} - Ref -> 4A -> delay 5B -> 2C
[dmg.1582]


  • {2Rds} - Close Ref -> 5B -> 5C -> 236A
[dmg.2419]


  • {3Rds} - Close Ref -> 2A -> 5B -> 5C -> 236A -> [214BC]
[dmg.2089 / + EX dmg.3233]


  • {3Rds} - Far Ref -> 2A -> delay 5B -> delay 2C
[dmg.1507]


  • {3~5Rds} - Far Ref -> 5A/[A] -> 2B -> 2C
[max dmg.1627]


Corner

  • {2Rds} - Close Ref -> 1B -> 22A -> 4B -> 22A -> 4A -> 4B -> 6C
[dmg.2546]


  • {4Rds} - Close Ref -> 1B -> 22A -> 4B -> 22A -> 4A -> 5B -> 5C -> 236BC
[dmg.3833]


  • {4Rds} - Ref -> 4B -> 5C -> 214A~C -> 22BC
[dmg.4189]

Situational Combos

  • j.2B/C air-to-air -> land -> Airthrow

Not so much a combo as it is a setup for the airthrow.


  • (3Rds) - 22C -> 2A -> 5B -> 236A -> [214BC]
[max rds 2032 / max rds + EX 2845]

Fullscreen confirm with 22C


  • (4~6Rds) - 22C -> 2A -> 5B -> 214A~A -> [214BC]
[max rds 2105 / max rds + EX 3249]

Fullscreen confirm with 22C


  • (2Rds) - 2A -> 5B -> 236BC
[dmg. 2079/1886/2127]

Fullscreen/Midscreen Confirm with 2A>5B


  • Far 1C -> 236BC
[dmg. 2341]

Corner Only Slide Combo


  • 236BC CH -> 6C
[dmg.2031]

236BC Hit-Trade

Frame Data

source
KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"

                       |     Frames      |  Frame Advantage  |
               Attack  | Total | Startup | On Hit | On Block | Notes
Throws and Reflectors  ---------------------------------------
            4/5/6+A+B  |  20   |    5    |   KD   |    --    |
          j.4/5/6+A+B  |  21   |    3    |   KD   |    --    |
                5+B+C  |  17   |    7    |   KD   |    +3    |
                c.B+C  |  17   |    7    |   KD   |    +3    |
                j.B+C  |  16   |    6    |   KD   |    +3    |
                  A+C  |  58   |   --    |   --   |    --    | cancellable after 32F
     Shooting Normals  ---------------------------------------
                   5A  |  28   |    9    |   +1   |    -6    |
          2 shot 5[A]  |  35   |   ""    |   -1   |    -8    |
          3 shot 5[A]  |  40   |   ""    |   -1   |    -8    |
                   5B  |  34   |   11    |   +2   |    -8    |
                   5C  |  40   |   13    |   KD   |   -10    |
                 2/3A  |  30   |    9    |   -1   |    -8    |
                 2/3B  |  36   |   11    |   +0   |   -10    |
                 2/3C  |  44   |   13    |   -1   |   -14    |
                  j.A  |  VA   |    7    |   VA   |    VA    | landing recovery 8F? *UV
                  j.B  |  VA   |    9    |   VA   |    VA    | landing recovery 8F? *UV
                  j.C  |  VA   |   11    |   VA   |    VA    | landing recovery 8F? *UV
        Melee Normals  ---------------------------------------
                   4A  |  19   |    4    |   -4   |    -4    |
                   4B  |  24   |    6?   |   -4   |    -6    | *UV
                   1A  |  15   |    4    |   +0   |    +0    |
                   1B  |  20   |    6?   |   +0   |    -2    | *UV
                   1C  |  40   |    9    |   KD   |   -16    |
                 j.4A  |  19   |    4    |   -4   |    -4    |
                 j.4B  |  20   |    5    |   VA   |    VA    |
                 j.4C  |  25   |    6    |   VA   |    VA    |
      Command Normals  ---------------------------------------
                   6A  |  39   |   --    |   --   |    --    | reloads on 21F
                   4C  |  38   |   10?   |   KD   |   -16    | *UV
                   6C  |  35?  |    7?   |   KD   |   -14?   | *UV
                 j.2A  |  VA   |   23    |   VA   |    VA    | landing recovery 6F
                 j.2B  |  VA   |   23    |   VA   |    VA    | landing recovery 6F
                 j.2C  |  VA   |   23    |   VA   |    VA    | landing recovery 6F
             Specials  ---------------------------------------
                236+A  |  66   |   35    |   +7   |    -6    | reloads on 21F
                236+B  |  74   |   33    |   -3   |   -16    | reloads on 21F
                236+C  |  75   |   34    |   KD   |   -16    | reloads on 22F
                214+A  |  46   |   --    |   --   |    --    |
                214+B  |  52   |   --    |   --   |    --    |
                214+C  |  58   |   --    |   --   |    --    |
              214 > A  |  VA   |   13    |   VA   |    VA    | landing recovery 20F
              214 > B  |  VA   |   13    |   VA   |    VA    | landing recovery 20F
              214 > C  |  VA   |   13    |   VA   |    VA    | landing recovery 20F
              j.214+A  |  VA   |   26    |   VA   |    VA    | landing recovery 20F
              j.214+B  |  VA   |   26    |   VA   |    VA    | landing recovery 20F
              j.214+C  |  VA   |   26    |   VA   |    VA    | landing recovery 20F
                 22+A  |  34   |   11    |   +6*  |    -6*   | *only if airborne opponent gets hit by/guards 1st shot
                 22+B  |  38   |   11    |   +2*  |   -10*   | *only if airborne opponent gets hit by/guards 1st shot
                 22+C  |  42   |   11    |   KD   |   -14*   | *only if airborne opponent guards 1st shot
       EX and Level 3  ---------------------------------------
              236+B+C  |  86   |    5    |   KD   |   -34    | 1~4F invincible, reloads on 68F of ex-flash,
                                                               hard to hit with the 1st shot from up close
              214+B+C  |  79   |   13    |   KD   |   -31*   | 1~11F invincible, reloads on 68F of ex-flash,
                                                               *if the last shot was blocked
            j.214+B+C  |  VA   |   15    |   KD   |    VA    | 1~15F invincible, landing recovery 51F, 
                                                               reloads on 33F of ex-flash,
               22+B+C  | 107   |    5    |   KD   |   -52*   | 1~4F invincible, reloads on 89F of ex-flash,
                                                               *if the last shot was blocked
              level 3  |  90   |   11    |   KD   |   -20    | superflash 90F, all frames invincible

Trivia

Anonym's Intro


General
FAQ
Controls
Netplay
Menus
HUD
Glossary
Links
Characters
Akatsuki
Mycale
Sai
Kanae
Fritz
Marilyn Sue
Wei
Anonym
Elektrosoldat
Blitztank
Adler
Murakumo
Mechanics
System Specifics
Frametool
Reflector
Changelog