Skullgirls/Annie/Strategy
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Strategy
Important Moves
- 2LP - Fast but stubby disjointed anti-air
- 2LK - Standard low poke.
- 2MK - Alternate low poke that sacrifices speed for range and a disjoint.
- 2HP - Alternative anti air that sacrifices speed for height, retains slight disjoint at the peak of the hitbox.
- 5MP - Very large disjointed poke for its speed, easily hitconfirmable.
- jLK - Air-to-air button great at hitting people above Annie.
- jHP - Huge disjointed air normal that works for jumpins, air to airs, and crossups.
- j[MK] - Primarily a movement option, allowing Annie to float backwards or forwards when held.
- jHK - pseudo-IOH and burst bait tool. Becomes way better in Star Power.
- Throw - Very large throw range on par with the big body characters.
- H Crescent Cut (236HP) - Slow-moving tall fireball that controls space in front of Annie and helps diversify her approaches.
- Destruction Pillar (623P) - Reversal option with fully invulnerable startup. Also used in corner routes.
Meter management
While Annie is in install, her assists will drain a small amount of meter when she is called, so meter hungry point characters will need to be mindful of their assist usage.
Since Gravity Collapse can be used with less than a full bar of meter, it can be a strong Alpha Counter option as long as there's a slight amount of meter leftover when she's tagged in.
A battery character can help fuel Annie's strong DHCs and stay in install for a long time, enabling her a lot in endgame scenarios where she's the last character alive on the team.